Der Transporter fährt jetzt mehr als 50 runden hin und zurück (Jahren im Spiel).
Beiträge von melectro
Willkommen in der Transport Fever Community
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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Für mich klappt es aber nicht.
Ich habe Industry Expanded als nummer 1 in die mod liste. Nummer 2 is die Mail add on mod. Dann folgt alle andere Mods in der start reihe. Beide wurde auch aktiviert beim neu spiel start als 1 und 2 in der Liste.
Es wird nirgends eine Produktion gestartet. I habe zum Beispiel 1 LKW zwischen 2 LKW stationen und der Transporter kann mail transportieren.
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I have got a reply from UG. Startevent doesn't work in TpF2, and they say
ZitatHowever there may be a chance that it will be functional in a future version.
With this information I'm hoping that it will be working as many of my mods in the TpF1 SweDen mini-DLC are using "startevent"
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I found it at last.....
searching a part of the filename and a lua was found. Tricky when the mod is about "signals" and track icons are wrong.
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Thank's but
In the Stdout.txt i get the UI errors,
Code
Alles anzeigentexture load error: file not found: res/textures/ui/tracks/standard_10_module.tga texture load error: file not found: res/textures/ui/tracks/standard_40_module.tga texture load error: file not found: res/textures/ui/tracks/standard_70_module.tga texture load error: file not found: res/textures/ui/tracks/standard_80_module.tga texture load error: file not found: res/textures/ui/tracks/high_speed_10_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_120_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_40_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_70_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/high_speed_80_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/mus_mock_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_10_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_40_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_70_module_catenary.tga texture load error: file not found: res/textures/ui/tracks/standard_80_module_catenary.tgaNo folder name is given and I have searched in mod folders (Workshop and manual mod), but as the file are missing I can't find the mod.
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I have looked through the Wiki a couple of times and I can't find a solution. I assume that UG has completely eliminated or not implemented the startevent function in TPF2
I really hope that I'm wrong -
Yes I'm running it in update function from there I want to start trigger an animation in the .mod.
In TpF1 it was an easy match as I wrote at the beginning of this thread. It would be great to see an example of a working code where someone has done this. I have sent a question to UG, but it is a while ago and no answer from them yet.
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Wait, aren't that two different things?
I'm trying to convert the startevent line in the game script to get an animation called "open_doors" in the mod from Tpf1 into TpF2. In the tests I have switched the name from "open_doors" to "flash". It is still the same animation in the mod that I wish to get started.
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I have tested my game script by converting it to the proposal I got from Yoshi and read in the Wiki.
guiUpdate = function()
for k,v in pairs(callbacks) do v() end
end
update = function ()
...
callbacks[#callbacks + 1] = api.cmd.sendCommand(api.cmd.make.sendScriptEvent("VZ_mod.lua",tostring(Status[i].id), "flash",0))
…
end
Still nothing to see when this event is triggered in the game. At least there is no CTD.
The animation "flash" can be seen and it is working when I look at the mod in modelviewer.
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I have made a working game script for TpF1, but how to do it in TpF2 is not in my knowledge.
Even after reading the Wiki it will not bring me forward, so my only hope is to ask you. Can someone help me on how to start an Event in TpF2 by converting following line?
game.interface.startEvent(Status[i].id, 0, "open_door")
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Ja bei mir auch, aber tut es auch so nach dem manuellen Upgrade der Strassen? Ich kann nur hoffen das UG hat es gemerkt und eine Lösung im nächsten Spiel update präsentieren kann.
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Bitte schau meinen Antwort 30. März:
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Es sieht aber sehr gut aus !

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Danzas kaufte die Firma ASG Jahr 2000, 2 Jahre später kauft die Deutsche Post DHL.
ASG wurde 1935 gegründet.
Die information das ich von der Trailer Registriernummer bekomme, ist ein LKW seit 2009. Es ist immer noch im betrieb und soll spätestens 2021-04-30 zum TÜV

Aber es gibt nostalgische Menschen, die diese Firma lieben. 2019 gewann Malmbergs eine Ausstellung in Norwegen: https://www.trailer.se/malmbergs-asg-scania-vann-i-norge/
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I'm not in a hurry, I can wait for Seamon to present a version for TpF2
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I have already tested to get it working, but one of the errors are in the mod.lua line 32. Deleting that line doesn't help much.
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Dear Seamon
I wish that you will find a time soon where you may convert Re 6/6. I'm not successful as I'm getting many errors after the conversion.
Please give this mod a new era in TpF2.
Error Files = {
["mods/seamon_re66waedenswil_1/res/models/mesh/vehicle/asset/lod_0_light_round_red.msh"] = "No data found. The file may not be available.",
["mods/seamon_re66waedenswil_1/res/models/mesh/vehicle/asset/lod_0_light_round_white.msh"] = "No data found. The file may not be available.",
["mods/seamon_re66waedenswil_1/res/models/mesh/vehicle/asset/lod_0_light_square_red.msh"] = "No data found. The file may not be available.",
["mods/seamon_re66waedenswil_1/res/models/mesh/vehicle/asset/lod_0_light_square_white.msh"] = "No data found. The file may not be available.",
["mods/seamon_re66waedenswil_1/res/textures/models/vehicle/dirt_normal.dds"] = "No data found. The file may not be available.",
["mods/seamon_re66waedenswil_1/res/textures/models/vehicle/rust_normal.dds"] = "No data found. The file may not be available.",
}
Finished at 18.04.2020 04:36:29