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Train Vehicle type and spec

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CategoryScripting
Created11.11.2016 16:09


Bio Medical Extetion (Unknown) 11.11.2016 16:10
Hallo,

i need to know what is the vehicle type name and specialization name of the Locomotive (the train).

my script:

for k, v in pairs(VehicleTypeUtil.vehicleTypes) do
if v ~= nil then

print(('\tadding to %q'):format(tostring(v.name)));

end;
end;

log output:
adding to "fuelTrailer"
adding to "selfPropelledSprayer"
adding to "cutter_animated"
adding to "mower_animated"
adding to "forwarderTrailer"
adding to "tractor"
adding to "sprayer_animated"
adding to "car_dynamicMountAttacher"
adding to "woodCrusherTrailer"
adding to "cutter_builtInCutterTrailer"
adding to "forwarderTrailer_steerable"
adding to "implement"
adding to "combine_animated"
adding to "loaderVehicle"
adding to "treePlanter"
adding to "strawBlower"
adding to "sowingMachine"
adding to "receivingHopper"
adding to "leveler"
adding to "plough"
adding to "cutter"
adding to "hookLiftContainerTransport"
adding to "weederSowingmachine"
adding to "wheelLoader"
adding to "conveyorTrailerDrivable"
adding to "selfPropelledMixerWagon"
adding to "manureBarrel"
adding to "woodHarvester"
adding to "baleLoader"
adding to "skidSteer"
adding to "manureSpreader"
adding to "attachableFrontloader"
adding to "baleWrapper"
adding to "combine_animated_crawler"
adding to "augerWagon"
adding to "shovel_animated"
adding to "trailer"
adding to "hookLiftContainerManureBarrel"
adding to "goldhoferFront"
adding to "dynamicMountAttacherImplement"
adding to "baler"
adding to "mower"
adding to "tractor_articulatedAxis"
adding to "shovel"
adding to "car"
adding to "mixerWagon"
adding to "ridingMower"
adding to "woodCrusherTrailerDrivable"
adding to "conveyorTrailerHireable"
adding to "tractor_crawler"
adding to "selfPropelledMower"
adding to "hookLiftTrailer"
adding to "weeder"
adding to "stumpCutter"
adding to "waterTrailer"
adding to "treeSaw_attacherJointControl"
adding to "treeSaw"
adding to "livestockTrailer"
adding to "combine_animated_articulatedAxis"
adding to "transportTrailer"
adding to "tractor_foldable"
adding to "windrower"
adding to "loadingTrailerDrivable"
adding to "tedder"
adding to "roller"
adding to "baleGrab"
adding to "hookLiftContainerManureSpreader"
adding to "attachableCombine"
adding to "combine"
adding to "selfPropelledPotatoHarvester"
adding to "implement_animated"
adding to "cultivator"
adding to "shovel_dynamicMountAttacher"
adding to "telehandler_articulatedAxis"
adding to "telehandler"
adding to "defoliater_cutter_animated"
adding to "hookLiftContainerTrailer"
adding to "forageWagon"
adding to "defoliator_animated"
adding to "forwarder"
adding to "conveyorTrailerSteerable"
adding to "hookLiftContainer"
adding to "sowingMachineSprayer"
adding to "dynamicMountAttacherTrailer"
adding to "combine_cylindered"
adding to "tractor_reverseDriving"
adding to "manureBarrelCultivator"


but i cant find the "locomotive" .... pls help thx


Bio Medical Extetion (Unknown) 12.11.2016 17:29
bump.....

Bio Medical Extetion (Unknown) 14.11.2016 20:38
I try to explain better my problem:

My mod have 4 files:
modDesc.xml
register.lua
mymod.lua
store.dds

register.lua script:
function mymod_Register:loadMap(name)
if self.mymod_Register == nil then
self.mymod_Register = false;

for k, v in pairs(VehicleTypeUtil.vehicleTypes) do
if v ~= nil then
for i = 1, table.maxn(v.specializations) do
local vs = v.specializations[i];
if vs ~= nil and vs == SpecializationUtil.getSpecialization("drivable") then--
table.insert(v.specializations, SpecializationUtil.getSpecialization("mymod"));

vs.turnAutoOn = g_i18n:getText("turnAutoOn");
vs.turnAutoOff = g_i18n:getText("turnAutoOff");
end;
end;
end;
end;
end;
end;

mymod.lua script:
function mymod:update(dt)

if InputBinding.hasEvent(InputBinding.Autopilot_OnOff) then
self.myflag = not self.myflag;
end;

end;
function mymod:draw()

if not self.myflag then
g_currentMission:addHelpButtonText(Drivable.turnAutoOn, InputBinding.mymod_OnOff,nil,GS_PRIO_LOW);
else
g_currentMission:addHelpButtonText(Drivable.turnAutoOff, InputBinding.mymod_OnOff,nil,GS_PRIO_LOW);
end;

end;

Now THIS works with ALL "drivable" vehicles but NOT for the TRAIN or LOCOMOTIVE... WHY?

pls hlp

Duke Leto (Unknown) 15.11.2016 23:59
I don't think a train is classified as a vehicle, if you look at the documentation Train is under Objects classification, not vehicles or vehicle specializations.


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