RealismusModding / FS17_seasons

Farming Simulator 17 seasons mod
https://www.realismusmodding.com/mods/seasons
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Goweil LT Master opening bale hack. #742

Closed bronney closed 6 years ago

bronney commented 6 years ago

Dear RM,

I edited 1 line each in 2 LUA to bring the open bale function back to the LT Master with seasons. I am guessing they are put in to prevent accidental opening of "fermenting" silage? So far it doesn't seem to affect any aspect of my games I am wondering why they put those lines in in the first place and aggro so many of us who uses both mods. The fermenting is fixed as far as the last time I tested.

I basically changed if g_season == nil to ~= nil. I realize this will break the func for anyone not running seasons but I am not taking out that nested if atm. What was the reason they implement this you think?

The lines I edited is below: balesInfos.lua - Line 51 - if g_seasons ~= nil then

function BaleInfos:draw() if g_seasons ~= nil then if self.textBaleInfos ~= nil and g_currentMission.player.lastFoundBale ~= nil and g_currentMission.player.lastFoundBale.nodeId ~= 0 and g_currentMission.player.currentToolId == 0 then local x, y, z = getWorldTranslation(g_currentMission.player.lastFoundBale.nodeId); BaleInfos.renderTxtBale(x, y, z, self.textBaleInfos, getCorrectTextSize(self.fontSize), 0); end end end

baleEviscerator.lua - Line 33 - if not g_currentMission.missionDynamicInfo.isMultiplayer and g_seasons ~= nil then

function BaleEviscerator:update(dt) if not g_currentMission.missionDynamicInfo.isMultiplayer and g_seasons ~= nil then self.baleObject = nil; self.eviHud:setIsVisible(false, true); if g_currentMission.player ~= nil and g_currentMission.controlledVehicle == nil and g_currentMission.player.lastFoundBale ~= nil and g_currentMission.player.currentToolId == 0 then self.baleObject = g_currentMission.player.lastFoundBale; self.eviHud:setIsVisible(true, true); end if self.baleObject ~= nil then g_currentMission:addHelpButtonText(g_i18n:getText("input_EVIBALE"), InputBinding.TOGGLE_COVER, nil, GS_PRIO_VERY_HIGH); if InputBinding.hasEvent(InputBinding.TOGGLE_COVER) then BaleEvisceratorEvent:sendEvent(self.baleObject); self:evisceratesBale(self.baleObject, true); end end end end

joskuijpers commented 6 years ago

You should send this to Tykonket.

On Jan 27, 2018, at 4:31 PM, bronney notifications@github.com wrote:

Dear RM,

I edited 1 line each in 2 LUA to bring the open bale function back to the LT Master with seasons. I am guessing they are put in to prevent accidental opening of "fermenting" silage? So far it doesn't seem to affect any aspect of my games I am wondering why they put those lines in in the first place and aggro so many of us who uses both mods. The fermenting is fixed as far as the last time I tested.

I basically changed if g_season == nil to ~= nil

The lines I edited is below: balesInfos.lua - Line 51 - if g_seasons ~= nil then function BaleInfos:draw() if g_seasons ~= nil then if self.textBaleInfos ~= nil and g_currentMission.player.lastFoundBale ~= nil and g_currentMission.player.lastFoundBale.nodeId ~= 0 and g_currentMission.player.currentToolId == 0 then local x, y, z = getWorldTranslation(g_currentMission.player.lastFoundBale.nodeId); BaleInfos.renderTxtBale(x, y, z, self.textBaleInfos, getCorrectTextSize(self.fontSize), 0); end end end baleEviscerator.lua - Line 33 - if not g_currentMission.missionDynamicInfo.isMultiplayer and g_seasons ~= nil then function BaleEviscerator:update(dt) if not g_currentMission.missionDynamicInfo.isMultiplayer and g_seasons ~= nil then self.baleObject = nil; self.eviHud:setIsVisible(false, true); if g_currentMission.player ~= nil and g_currentMission.controlledVehicle == nil and g_currentMission.player.lastFoundBale ~= nil and g_currentMission.player.currentToolId == 0 then self.baleObject = g_currentMission.player.lastFoundBale; self.eviHud:setIsVisible(true, true); end if self.baleObject ~= nil then g_currentMission:addHelpButtonText(g_i18n:getText("input_EVIBALE"), InputBinding.TOGGLE_COVER, nil, GS_PRIO_VERY_HIGH); if InputBinding.hasEvent(InputBinding.TOGGLE_COVER) then BaleEvisceratorEvent:sendEvent(self.baleObject); self:evisceratesBale(self.baleObject, true); end end end end

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bronney commented 6 years ago

Thanks dude I fired him a message.

https://github.com/TeamFSIModding/FS17_Goweil_LT_Master/issues/73

Answer is wait for update version. Meanwhile he offer a solution to take out the entire g_seasons condition as a temp fix. gg.