TobiasF92 / FS22_interactiveControl

Interactive Control for Farming Simulator 22
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Discharge issui #6

Open Michaelj15 opened 1 year ago

Michaelj15 commented 1 year ago

Hello,

I don't know if it's an issui or just a wrong textcode in the xml. What i try to do is to make a discharge button outside of the tractor for a mixerwagon. (just like to activate a pto outside the tractor, but this time for unload forage in a cowshed). I have tried a lot of codes, but i can't activate the function. Everything is showing up and i can click the button, but there isn't a function behind it. I used the ATTACHERJOINTS_TOGGLE_DISCHARGE and the DISCHARGE_TOGGLE but both without succes.

What i'm doing wrong?

                <!-- unload back -->
                <interactiveControl posText="$l10n_actionIC_StopUnloadingImplement" negText="$l10n_actionIC_UnloadImplement" >
                    <clickPoint node="0>0|6|19|7" size="0.05" blinkSpeedScale="0.6" type="OUTDOOR" iconType="TURN_ON" alignToCamera="false" invertZ="true"/>
                    <function name="DISCHARGE_TOGGLE"/>
                </interactiveControl>                   
janus579 commented 1 year ago

Hi! You have forgot about attacherJoint. It should look like this: function name="ATTACHERJOINTS_TOGGLE_DISCHARGE"> <- this one is for attached machines attacherJoint indicies="1 2 3"/> <- here you put attacherJoint indexes that you want to use /function> :)

Michaelj15 commented 1 year ago

Hi! You have forgot about attacherJoint. It should look like this: function name="ATTACHERJOINTS_TOGGLE_DISCHARGE"> <- this one is for attached machines attacherJoint indicies="1 2 3"/> <- here you put attacherJoint indexes that you want to use /function> :)

Thanks for the quick reply! For my understanding, what are attacherjoint indices or indexes? I know that attacherjoints getting numbers from the xml, mostly 1 for back, 2 for front etc, but what are indices? Are these the hydraulic hoses or? Because I typed these already and the button didn't show up. 16696414814523277022967006478856

janus579 commented 1 year ago

You have to put it in one attacherJoint like I did, unluckily game is crashing when you try to attach something other than a trailer :/

image

janus579 commented 1 year ago

image It should look like this, but i recommend to wait with it until next IC update

Michaelj15 commented 1 year ago

image It should look like this, but i recommend to wait with it until next IC update

Thanks! Yes exactly that's the same problem what I have (black screen) . No problem, I will wait for the update. Now I know it's not a wrong conflict with another mod or something like that 😁

Michaelj15 commented 1 year ago

Do i also need to use a indicies for a front implement? Can't get it to work with the code below? Only up and down works, unfold unfortunately not.

image image

TobiasF92 commented 1 year ago

The Folding function is bugged in release version too, try to use the 1.1-beta: https://github.com/TobiasF92/FS22_interactiveControl/releases/tag/1.1.0.0-beta1

Aim400kgp commented 1 year ago

Has anyone already succeeded in making a button on the outside of the tractor to unload fodder or bales or grain from a trailer? I am talking about the mod interactive Control and the name of the function is DISCHARGE_TOGGLE

Aim400kgp commented 1 year ago

Witam,

Nie wiem, czy problem, czy po prostu zły kod tekstowy w xml. To, co próbuję zrobić, to zrobić przycisk wyładowczy na zewnątrz ciągnika dla wozu paszowego. (podobnie jak włączenie WOM na zewnątrz ciągnika, ale tym razem do wyładunku paszy w oborze). Uzyskać wielu kodów, ale nie mogę aktywować tej funkcji. Wszystko się wyświetla i mogę użyć przycisku, ale nie ma za tym żadnej funkcji. Użyłem ATTACHERJOINTS_TOGGLE_DISCHARGE i DISCHARGE_TOGGLE, ale oba bez powodzenia.

Co źle się stało?

                <!-- unload back -->
              <interactiveControl posText="$l10n_actionIC_StopUnloadingImplement" negText="$l10n_actionIC_UnloadImplement" >
                    <clickPoint node="0>0|6|19|7" size="0.05" blinkSpeedScale="0.6" type="OUTDOOR" iconType="TURN_ON" alignToCamera="false" invertZ="true"/>
                  <function name="DISCHARGE_TOGGLE"/>
              </interactiveControl>                   

Has anyone already succeeded in making a button on the outside of the tractor to unload fodder or bales or grain from a trailer? I am talking about the mod interactive Control and the name of the function is DISCHARGE_TOGGLE

Michaelj15 commented 1 year ago

Witam, Nie wiem, czy problem, czy po prostu zły kod tekstowy w xml. To, co próbuję zrobić, to zrobić przycisk wyładowczy na zewnątrz ciągnika dla wozu paszowego. (podobnie jak włączenie WOM na zewnątrz ciągnika, ale tym razem do wyładunku paszy w oborze). Uzyskać wielu kodów, ale nie mogę aktywować tej funkcji. Wszystko się wyświetla i mogę użyć przycisku, ale nie ma za tym żadnej funkcji. Użyłem ATTACHERJOINTS_TOGGLE_DISCHARGE i DISCHARGE_TOGGLE, ale oba bez powodzenia. Co źle się stało?

                <!-- unload back -->
                <interactiveControl posText="$l10n_actionIC_StopUnloadingImplement" negText="$l10n_actionIC_UnloadImplement" >
                    <clickPoint node="0>0|6|19|7" size="0.05" blinkSpeedScale="0.6" type="OUTDOOR" iconType="TURN_ON" alignToCamera="false" invertZ="true"/>
                    <function name="DISCHARGE_TOGGLE"/>
                </interactiveControl>                   

Has anyone already succeeded in making a button on the outside of the tractor to unload fodder or bales or grain from a trailer? I am talking about the mod interactive Control and the name of the function is DISCHARGE_TOGGLE

No, unloading didn't work for me. Unfolding is already fixed in the beta. I just wait for an new update, because the game still crashed like the comments above.

TobiasF92 commented 1 year ago

Can you retest this with current Beta2 Version? https://github.com/TobiasF92/FS22_interactiveControl/releases/tag/1.1.0.0-beta2

janus579 commented 1 year ago

Can you retest this with current Beta2 Version? https://github.com/TobiasF92/FS22_interactiveControl/releases/tag/1.1.0.0-beta2

I have tested it like a week ago, it works properly right now!

Michaelj15 commented 1 year ago

Can you retest this with current Beta2 Version? https://github.com/TobiasF92/FS22_interactiveControl/releases/tag/1.1.0.0-beta2

Indeed works wonderful !! Thank you :)

I have two separate questions: Sometimes i could activate the buttons when a implement is selected with the G key, but mostly i need to select the tractor for activating the buttons. Do you know what the difference is, or how to solve to activate it when i don't select the tractor? And is it possible to let the interactive control visible when switching vehicles? When i enter a next vehicle the buttons are always invisible.

TobiasF92 commented 1 year ago

Sometimes i could activate the buttons when a implement is selected with the G key, but mostly i need to select the tractor for activating the buttons.

Can you provide me an example? Like a vehicle combination where this happens?

let the interactive control visible when switching vehicles

Technically no problem, but as i remember correctly it was a wish to deactivate it, while switching I will collect it for some options in settings, so you can decide what happens :)

Michaelj15 commented 1 year ago

No problem, gonna try this in the evening. I think it's also the problem in combination with autodrive.


From: John Deere 6930 @.> Sent: Thursday, January 26, 2023 12:20:07 PM To: TobiasF92/FS22_interactiveControl @.> Cc: Michaelj15 @.>; Author @.> Subject: Re: [TobiasF92/FS22_interactiveControl] Discharge issui (Issue #6)

Sometimes i could activate the buttons when a implement is selected with the G key, but mostly i need to select the tractor for activating the buttons. Can you provide me an example? Like a vehicle combination where this happens?

let the interactive control visible when switching vehicles Technically no problem, but as i remember correctly it was a wish to deactivate it, while switching I will collect it for some options in settings, so you can decide what happens :)

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Michaelj15 commented 1 year ago

Sometimes i could activate the buttons when a implement is selected with the G key, but mostly i need to select the tractor for activating the buttons.

Can you provide me an example? Like a vehicle combination where this happens?

I have tested it with a few vehicles:

It happens with a fendt 939, with frontweight and a trailer: See attached picture

image

But also with a planter combination and a fendt scr image

Also with the new holland below. Strange thing is that with this vehicle also the total combination flips when activating interactive control for the first time. I think it's vehicle related because this is only happening with this one.

image

As far i can see it's only with these three tractors. The other tractors working fine, but they have exact the same xml index :S

Kalderone commented 1 year ago

Hello, I wanted to add a mod to the combine, everything turned out great. But I have a question: is it possible to connect this script to the animation of the Screw conveyor and when it is turned on for harvesting?