Category | Farming Simulator 17 |
Created | 27.07.2017 00:58 |
Marctheboy Geekabits (Marctheboy) | 27.07.2017 00:58 |
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hi making a Gate and want it to automatically open and close when approaching with vehicles everything is working with a mouse click right now. (toggle on/off) How or were do i link a script or add a line to make it automatic with the trigger box Collision_Nodes set to Tractors (not opening of on foot)? It a Cabin with 2 gates on each side In-Out. ========================================== hes my codes in my AnimatedObjects.xml <animatedObject index="InGate"> <controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="1" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR"/> <animation initialTime="0" duration="2"> <part node="0"> <keyFrame time="0" translation="0 0 0" rotation="0 0 0" /> <keyFrame time="1" translation="0 0 0" rotation="-90 0 0" /> </part> </animation> </animatedObject> <animatedObject index="OutGate"> <controls posKey="ANIMATED_OBJECT_OPEN_DOOR" triggerNode="1" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR"/> <animation initialTime="0" duration="2"> <part node="0"> <keyFrame time="0" translation="0 0 0" rotation="0 0 0" /> <keyFrame time="1" translation="0 0 0" rotation="90 0 0" /> </part> </animation> </animatedObject> ========================================== And my modDesc.xml <l10n> <text name="input_ANIMATED_OBJECT_OPEN_DOOR"> <en>Open door</en> <de>Tor öffnen</de> </text> <text name="input_ANIMATED_OBJECT_CLOSE_DOOR"> <en>Close door</en> <de>Tor schließen</de> </text> </l10n> <inputBindings> <input name="ANIMATED_OBJECT_OPEN_DOOR" category="ONFOOT" key1="" key2="" device="0" button="BUTTON_3" mouse="MOUSE_BUTTON_LEFT" /> <input name="ANIMATED_OBJECT_CLOSE_DOOR" category="ONFOOT" key1="" key2="" device="0" button="BUTTON_1" mouse="MOUSE_BUTTON_RIGHT" /> </inputBindings> ========================================== |
Emil Drefers (Unknown) | 27.07.2017 06:55 |
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Hi, you can use the "BarrierTrigger" for that. The AnimatedObject script requires an user input to move an object. Cheers, Emil |
Marctheboy Geekabits (Marctheboy) | 27.07.2017 18:53 |
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i did some research but cant find the way to structure it. i found this... i replace my code from ---> <UserAttribute nodeId="1300"> <Attribute name="index" type="string" value="InGate"/> <Attribute name="xmlFilename" type="string" value="animatedObjects.xml"/> to this new sets of Attributes --> <UserAttribute nodeId="1300"> <Attribute name="onCreate" type="scriptCallback" value="Barrier.onCreate"/> </UserAttribute> but i know i'm missing something like how do i specify the rotation="90 0 0 0" or the node to use or the trigger value/NodeID my barrier is all under a transform group does it need a different structure? <TransformGroup name="Gate.In" translation="18.1516 1.5527 0.667438" nodeId="1300"> <Shape shapeId="23" name="Gate_In" kinematic="true" nodeId="1301" materialIds="12" castsShadows="true" receiveShadows="true"/> <Shape shapeId="24" name="Trigger_In" translation="-2.37593 0.360571 2.82718" static="true" trigger="true" collisionMask="3145728" nodeId="1302" materialIds="15" castsShadows="true" receiveShadows="true" nonRenderable="true"/> |
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