DeckerMMIV / FarmSim_Mod_SoilMod

Farming Simulator modification - SoilMod
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modSoilModPaint command not working #55

Closed Dzi4d3k closed 9 years ago

Dzi4d3k commented 9 years ago

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 is fmc_ instead. But form my opinion it would be great not to restrict command only to SoilMod layers.

Regards.

DeckerMMIV commented 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?

Dzi4d3k commented 9 years ago

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.