Beiträge von melectro

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Das Team der Transport-Fever Community


    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.


    I have got a reply from UG. Startevent doesn't work in TpF2, and they say

    Zitat

    However 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"

    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.

    Thank's but

    In the Stdout.txt i get the UI errors,

    No 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.

    Is there any chance to get the information on what mod or folder is behind an icon in the menu?

    I have disabled all mods with tag containing "Track" but I can't find the mod that is creating the blue icons.

    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.

    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.

    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.

    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")

    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.

    Der alte schwede,


    Wenn diese Firma jetzt gefunden hätte, hätten sie wahrscheinlich ihr Logo auf solchen modernen Lastwagen gesehen.

    Die Mod sieht sehr gut aus. Zu dieser Zeit gab es nur ASG und Bilspedition. Die Bilspedition wurde zu DB Schenker und ASG ist heute DHL.


    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