Category | Scripting |
Created | 27.11.2021 04:12 |
Dark Ghost (xXxDarkGhostxXx) | 27.11.2021 04:12 |
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Go easy on me as I'm new to the FS22 modding / scripting side of things and have been trying to figure out how to make a script that will allow me to manipulate the earnings from AI generated contracts. I looked over mods and scripts from FS19 such as reallifenumbers, better contracts, refresh contracts and a few other modifier scripts for things like crop yields and tried to put together a script but I'm sure I am waaayyy off on how to do it. Is it possible to make such a thing? Would it work on a server environment? (want to use on my dedicated server me and my friends play on) and If so has it been done already for FS22? Here is what I came up with but like I said. I'm sure I am way off. Any help would be greatly appreciated!!! ContractPricing = {} function ContractPricing:onMissionInitialize(baseDirectory, missionCollaborators) g_currentMission.MissionManager.AI_PRICE_MULTIPLIER = 1.5 end addModEventListener(ContractPricing) |
Espen K. (estyx) | 05.12.2021 18:52 |
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Haven't tested this but should get you on the right path For all missions: function AbstractMission:getReward() end For all field missions: function AbstractFieldMission:getReward() end For bale missions: function BaleMission:getReward() end For transport missions: function TransportMission:getReward() end And then you have all the separate field mission types if you want to tune each one: - CultivateMission - FertilizeMission - HarvestMission - PlowMission - SowMission - SprayMission - WeedMission |
Dark Ghost (xXxDarkGhostxXx) | 10.12.2021 08:32 |
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Thanks! yeah I ended up figuring it out with some help from a few people on other forums. I know have a custom built mod I'm running on my server that's working like a charm! I set mine up like below. SowMission.REWARD_PER_HA = $$$$$$ CultivateMission.REWARD_PER_HA = $$$$$$ and so on for the mission types. |
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