Closed Dzi4d3k closed 9 years ago
Please see this old post (if you haven't already) for the possible arguments that modSoilModPaint
takes. - Note that this console-command was previously named modSoilMod
.
The modSoilModPaint
console-command only works with the SoilMod foliage-layers. - Those that are 'fetched' by the script-code in setupFoliageLayers()
So that is also why the "fmcFoliage"
is prefixed, to get the LUA variable-name using g_currentMission[foliageName]
which contains the node-id that is to be used for the add/setDensity...() methods.
What would you suggest that the modSoilModPaint
console-command must take of arguments, if it should not be restricted? - Please put some thought into it, as it may not be as easy as it sounds to make such a unrestricted 'paint' console-command.
What generic/general foliage-layer values are you thinking about, you want to 'paint' in-game?
Well, I saw this past but forgot where I saw it - thanks for remanding me. Then I wrongly read source code and question arise.. Basically idea came form situation, when I was going to test sugar beet harvesting machine mod, but haven't any prepared savegame with fully grown sugar beet fields. I know that there are lot of other methods. but this was supposed to be the fastest one.
Now sorry for my sclerosis and misunderstood, and of course thank you for, as always, comprehensive explanation.
Hello,
I've try to use commmand modSoilModPaint with no luck. Then I've found line 216 in fmcSoilMod.lua:
foliageName = "fmcFoliage"..foliageName
What is the purpose of adding
fmcFoliage
to each foliage layer name?fmcFoilage
prefix is not used in names of SoilMod layers, there isfmc_
instead. But form my opinion it would be great not to restrict command only to SoilMod layers.Regards.