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Togglable Fill Unit?

Forum Overview >> Farming Simulator 22

CategoryFarming Simulator 22
Created10.09.2023 15:27


Edwardznorton (Mirandasman9497) 10.09.2023 15:27
Is it possible to tell the game when and how to ignore a fill unit? I'm working on a "all-rounder" utility pickup and I would like to have a stock bed with nothing, a dump box that loads grain/windrow, and a stock bed with autoloading for bales. The problem is that even with the fillvolume "hidden" for the stock bed, it still wants to load grain, and for the bale "option" whenever I autoload bales, it adds it to the vehicles fuel level instead of reading the 3rd fill unit and loading them in the bed, and the dump box works perfectly fine! To make matters worse, I am somewhat of a seasoned pro when it comes to modding but this has me stumped! If it is possible what line of code do I need to add to make it work?

My Current FillUnit script looks like this:
<fillUnit>
<fillUnitConfigurations title="Vehicle Style" >
<fillUnitConfiguration name="Stock" price="0">
<fillUnits>
<fillUnit unitTextOverride="$l10n_unit_literShort" showOnHud="false" showInShop="false" fillTypes="diesel" capacity="151.416">
<dashboard displayType="ANIMATION" valueType="fillLevel" animName="fuel" minValueAnim="0" maxValueAnim="60" groups="MOTOR_ACTIVE" />
</fillUnit>
</fillUnits>
</fillUnitConfiguration>
<fillUnitConfiguration name="DumpBox" price="0">
<fillUnits>
<fillUnit unitTextOverride="$l10n_unit_literShort" showOnHud="false" showInShop="false" fillTypes="diesel" capacity="151.416">
<dashboard displayType="ANIMATION" valueType="fillLevel" animName="fuel" minValueAnim="0" maxValueAnim="60" groups="MOTOR_ACTIVE" />
</fillUnit>
<fillUnit unitTextOverride="$l10n_unit_literShort" fillTypeCategories="BULK" capacity="10000" fillAnimation="dumptailgate" fillAnimationLoadTime="0">
<exactFillRootNode node="exactFillRootNode"/>
</fillUnit>
</fillUnits>
</fillUnitConfiguration>
<fillUnitConfiguration name="Bales" price="0">
<fillUnits>
<fillUnits>
<fillUnit unitTextOverride="$l10n_unit_literShort" showOnHud="false" showInShop="false" fillTypes="diesel" capacity="151.416">
<dashboard displayType="ANIMATION" valueType="fillLevel" animName="fuel" minValueAnim="0" maxValueAnim="60" groups="MOTOR_ACTIVE" />
</fillUnit>
<fillUnit unitTextOverride="$l10n_unit_bale" capacity="105" fillTypes="SQUAREBALE"/>
</fillUnits>
</fillUnits>
</fillUnitConfiguration>
</fillUnitConfigurations>
</fillUnit>

This is how I'm switching the truck visually:
<design9Configurations title="Vehicle Style">
<design9Configuration name="Stock" price="0" >
<objectChange node="DumpBox" visibilityActive="false"/>
<objectChange node="DumpboxL_Col" compoundChildActive="false" />
<objectChange node="DumpboxR_Col" compoundChildActive="false" />
<objectChange node="DumpboxF_Col" compoundChildActive="false" />
<objectChange node="DumpboxB_Col" compoundChildActive="false" />
<objectChange node="DumpgateCol" compoundChildActive="false" />
<!-- <objectChange node="exactFillRootNode" translationActive="0 -2.789 5.975"/>-->
</design9Configuration>
<design9Configuration name="Dump Box" price="500" >
<objectChange node="DumpBox" visibilityActive="true"/>
<objectChange node="Bed" visibilityActive="false"/>
<objectChange node="TailGate" visibilityActive="false"/>
<objectChange node="Trailer_Gooseneck_Base" visibilityActive="false"/>
<objectChange node="Support_Adjustable" translationActive="0.034 -0.277 -0.234"/>
<objectChange node="licensePlateBack" translationActive="-0.05 0.673 -2.57"/>
<objectChange node="Floor_Col" compoundChildActive="false" />
<objectChange node="Front_Col" compoundChildActive="false" />
<objectChange node="Col_L" compoundChildActive="false" />
<objectChange node="Col_R" compoundChildActive="false" />
<objectChange node="Tailgate_Col" compoundChildActive="false" />
</design9Configuration>
</design9Configurations>

Any help would be appreciated!


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