Category | Farming Simulator 22 |
Created | 09.03.2022 02:22 |
Patton_M47 | 09.03.2022 02:22 |
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hello why will my combine not unload? <pipe dischargeNodeIndex="1" unloading="2"> <unloadingTriggers> <unloadingTrigger node="0>5"/> </unloadingTriggers> </pipe> <dischargeable> <dischargeNode node="0>0|2|17" emptySpeed="250" fillUnitIndex="1" maxDistance="8"> <info width="0.4" length="0.4" useRaycastHitPosition="true"/> <effects> <effectNode effectNode="0>0|2|0|8|0" effectClass="PipeEffect" materialType="pipe" delay="0" maxBending="0.8" positionUpdateNodes="0>0|2|0|8|1" extraDistance="0.35"/> <effectNode effectNode="0>0|2|0|8|1" materialType="unloadingSmoke" delay="0.1" alignToWorldY="true"/> </effects> </dischargeNode> </dischargeable> |
Patton_M47 | 14.05.2022 16:35 |
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anyone? |
Colin Smith (WrinkleysRule) | 14.05.2022 17:27 |
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Try setting it out as the base game does,especially regarding dishargeNode example from claas lexion <pipe foldMinState="1" foldMaxState="1" foldMinLimit="1" dischargeNodeIndex="1"> <states num="2" unloading="2" /> <animation name="foldPipe" speedScale="1" /> <unloadingTriggers> <unloadingTrigger node="trailerTrigger" /> </unloadingTriggers> </pipe> <dischargeable> <dischargeNode node="dischargeNode" emptySpeed="530" fillUnitIndex="1" maxDistance="8"> <raycast yOffset="1"/> <info width="0.4" length="0.4" useRaycastHitPosition="true"/> <effects> <effectNode effectClass="PipeEffect" effectNode="pipeEffect" materialType="pipe" delay="0" maxBending="0.8" positionUpdateNodes="pipeEffectSmoke" extraDistance="0.4"/> <effectNode effectNode="pipeEffectSmoke" materialType="unloadingSmoke" delay="0.1" alignToWorldY="true"/> </effects> </dischargeNode> </dischargeable> |
Patton_M47 | 16.05.2022 18:05 |
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still not working this is what it says https://drive.google.com/file/d/1Qufv4FfFCIImdQ6czkx1UdHQwjj9NZ_x/view?usp=sharing |
Colin Smith (WrinkleysRule) | 17.05.2022 10:51 |
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Then I suggest you compare youre i3d and xml against a base game combine because obvioulsy you have an error somewhere could be just an incorrect node value or incorrect trigger mask. |
Patton_M47 | 17.05.2022 14:48 |
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it is a in game model XML.... so what should I look for in the trigger? |
Colin Smith (WrinkleysRule) | 17.05.2022 16:02 |
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If it is an in game combine (base game) as you suggest then raise a bug report to Giants on the main Forum But as far as I am aware all the FS22 ingame combines do not have node numbers but use text linked to the i3d mappings whereas yours doesn't which makes me think that it is a mod or maybe a combine you have adjusted/modified. Trigger wise it should have at least the following attributes, Kinematic Collision Trigger Collision Mak (Hex) 40000000 (bit 30) Also your trailer will require correct fill -planes/triggers. |
Patton_M47 | 17.05.2022 17:30 |
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the XML is from a in-game one I barely changed any thing |
Patton_M47 | 17.05.2022 19:57 |
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still not working does it matter that I do not have a animation for the auger? |
Colin Smith (WrinkleysRule) | 17.05.2022 20:14 |
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base game claas xml from previous post <pipe foldMinState="1" foldMaxState="1" foldMinLimit="1" dischargeNodeIndex="1"> <states num="2" unloading="2" /> <animation name="foldPipe" speedScale="1" /> <unloadingTriggers> <unloadingTrigger node="trailerTrigger" /> </unloadingTriggers> </pipe> your xml <pipe dischargeNodeIndex="1" unloading="2"> <unloadingTriggers> <unloadingTrigger node="0>5"/> </unloadingTriggers> </pipe> |
Patton_M47 | 17.05.2022 23:39 |
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I changed it to that still doesn't work <pipe foldMinState="1" foldMaxState="1" foldMinLimit="1" dischargeNodeIndex="1"> <states num="2" unloading="2"/> <animation name="foldPipe" speedScale="1"/> <unloadingTriggers> <unloadingTrigger node="0>5"/> </unloadingTriggers> </pipe> <dischargeable> <dischargeNode node="0>0|2|17" emptySpeed="530" fillUnitIndex="1" maxDistance="8"> <raycast yOffset="1"/> <info width="0.4" length="0.4" useRaycastHitPosition="true"/> <effects> <effectNode effectClass="0>0|2|0|8|0" effectNode="pipeEffect" materialType="pipe" delay="0" maxBending="0.8" positionUpdateNodes="0>0|2|0|8|1" extraDistance="0.4"/> <effectNode effectNode="0>0|2|0|8|1" materialType="unloadingSmoke" delay="0.1" alignToWorldY="true"/> </effects> </dischargeNode> </dischargeable> |
Colin Smith (WrinkleysRule) | 18.05.2022 11:59 |
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You cannot just add things to an xml and expect it to work, so without seeing the full xml including movingPart and animation sequences (which you have now referenced) along with an image of your i3d Scenegraph it is difficult to see what exactly you have done/not done. As I said previously " compare your i3d node indexes and xml against a base game combine" . |
Patton_M47 | 18.05.2022 15:42 |
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it doesn't have a animation does it need one? |
Patton_M47 | 11.06.2022 20:40 |
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help? |
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