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gate opening help

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Created21.12.2016 00:09

Trevor Ritter (duramaxman78) 21.12.2016 00:11
im making a map in GE and i added in the placeable seven bar fence gates mod but i cant seem to find the script in the xml files to make the gate open and close just wondering if yall could give me some help or ideas on fix it

James Norred (Cajunwolf) 22.12.2016 00:28
It's the animated Objects.xml file, and you need to place this in your maps folder and link to it in the user attributes for the door trigger. That being said, I've been trying to get that gate, and the pasture gates working for several days with no luck. I added the 110n data and input bindings scripts in the modDesc.xml and the works, nothing.

James Norred (Cajunwolf) 22.12.2016 03:11
Okay, I've got the pasture gate working fine, but there still seems to be something about that 7 bar gate. He even says he made it as a placeable, but that doesn't matter because I never buy placeable's anyhow. Why do so when you can just import them into your map, right?
If you want to understand it better download the FarmingSimulator17DoorTriggerSDK_v2 from this site (downloads section) and you'll see how it all works. You simply add the animatedObjects.xml file that comes with it and place it in your maps maps directory (maps/animatedObjects.xml), and add the <110n> data and input bindings (as they are if you want to just use the left mouse button) in your maps modDesc.xml file like the example in the FarmingSimulator17DoorTriggerSDK_v2 kit. I'll play some more with the 7 bar gate later when I get the time and see what's keeping it from working.

Trevor Ritter (duramaxman78) 22.12.2016 20:34
yeah i have all the other gates working just not the seven bar gates

James Norred (Cajunwolf) 23.12.2016 02:37
Interesting, I haven't gone back and messed with it [7 bar gate] again yet, and I kind of think I know what it might be now too after fixing a door and light problem on a shed. I'll let you know if I'm right. I will say one thing, it makes a nice looking cattle guard if nothing else.

Trevor Ritter (duramaxman78) 25.12.2016 14:11
do you know anything about the roll up doors

James Norred (Cajunwolf) 25.12.2016 22:24
Should be the same thing. Which mod? Oh, and as to the 7 bar gate, the original was created by Dorset, and he is on the FS-UK forums, and he has an awesome galvanized version of this gate that works perfect.

Trevor Ritter (duramaxman78) 26.12.2016 18:49
i just have trouble with all the animated objects that don't go in script folders and have extra Source Files, i'm pretty new to this so i don't quite understand everything yet

James Norred (Cajunwolf) 26.12.2016 20:48
With FS17 they have simplified the animated objects so you don't have to deal with a bunch of script files, and only have one to deal with in your maps, maps folder, the "animatedObjects.xml." Any mod you place in a map via GE will have it's own animatedObjects file, and all you have to do is add this file to your maps, maps directory, or if you already have this file for animated objects you already have in your map, just cut and paste the new calls into your existing file. Just make sure the index names are different! Now your going to have to add the 110n data, and bindings to your maps modDesc.xml if they are different. Now as to the object itself you have three user attributes that you have to add for each animated item on the object. If it has four doors you have to add this for each of the doors.

First the index name: This is the index name as it is in the animatedObjects file. Name -> [index name]
Second, the script callback: the field is onCreate -> AnimatedObject.onCreate (Note here! its AnimatedObject no s and both words capitalized.)
third, the link to the animatedObjects file: xmlFilename -> maps/animatedObjects.xml

Now if you set it up like that it will work, and if it doesn't look for an syntax error, miss spelled words or something not exactly right.

Trevor Ritter (duramaxman78) 26.12.2016 22:24
yeah i got the gates working now thanks still having trouble with the doors that roll up and back it has huds but ill mess with it and see if i can learn something thanks alot

James Norred (Cajunwolf) 27.12.2016 01:40
If that is an old converted mod from FS15 it might be calling now non existent LUA scripts. If found this happens a lot with "hastily converted mods." Like I said, those roll up doors are still nothing more than an animated object, and use exactly the same setup as the sliding doors, and gates. There could be something amiss with the mod.

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