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dischargeable

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CategoryScripting
Created01.03.2019 10:08


Andrei Sprinseana (xsenio) 01.03.2019 10:08
Hello! Such is the problem, I can not find the parameter that is responsible for the beginning of the visual unloading, in the 17th farm it was possible to set it manually, and now I have unloading to exchange through the board until it opens. Thank you in advance.

Bilbo Beutlin (BBeutlin) 01.03.2019 12:02
The visual part is described in
<animation name="animation_ref">
<part node=".." startTime="start_second" endTime="end_second"

Andrei Sprinseana (xsenio) 01.03.2019 12:51
Bilbo, I know this, I'm talking about the response time of ParticleEffect or Effect unloading. Or should Sach and Effect be written in the animations block?

Derek Squire (dezza069) 01.03.2019 14:13
Hi Andrei,


Apologies if I've misunderstood what you're asking, but do you mean the "particle_materialHolder.i3d" and "effect_materialHolder.i3d"??

My experience was for adding new materials and effects for my added new crops.

If this is what you're after, I'm pretty sure you'll need to modify copies of these from the base data folder, placing them in your mod-map folder structure (eg "mapXX/particleSystems"), and referencing in the mapXX.xml

For example, in my mod maps mapXX.xml are these lines:
<additionalFile filename="particleSystems/effect_materialHolder.i3d" />
<additionalFile filename="particleSystems/particle_materialHolder.i3d" />

From what I understand if you keep reference to the original files as well ( eg '<additionalFile filename="$data/particleSystems/effect_materialHolder.i3d" />'), you will be able to add your additions in your new files and still also use the originals - but this may be wrong for your specific situation, and I'm very happy to be corrected.

I don't know if the order of the "additionalFile" lines is important for the any possible overriding order.

Also, if you choose to not reference and therefore replace the base game file(s) with you modified ones - as I have on my map per above - and are using your own "shapes", from experience the i3d must be edited manually (eg in Notepad++ or an xml editor) with included custom shapes in a shapes element(s), because if you do the editing in the Giants editor and save the file the base supplied shapes files are overwritten/erased and will unavailable. That's how it was with 8.1.0 beta, not tried it with 8.1.0, but doubt there will be any difference.



Hope that helps...


Bilbo Beutlin (BBeutlin) 01.03.2019 16:40
For reference see LUADOC Script -> effects, eg. for the 'ParticleEffect' in XML
<effectNode effectNode="effectParticle" effectClass="ParticleEffect"
you can add the attributes 'startTime' and 'stopTime'.
For other attributes see the function 'loadEffectAttributes()'.

Andrei Sprinseana (xsenio) 03.03.2019 10:03
Sorry, I use google translate and maybe you don’t understand me at all, I need this parapet (dischargeStartTime) from 17 farm <tipAnimation speedScale = "1" animationName = "tipAnimationBack" dischargeStartTime = "2" dischargeEndTime = "15" name = "info_tipSideBack"> What does this look like in 19 farms?


Andrei Sprinseana (xsenio) 03.03.2019 13:33
Bilbo thanks earned, a little differently done in 19 farm.


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