New Interactive Control Script for FS19
-- V 0.9.1.8
- fixed Issue introduced in the last version of indoor buttons only working when the ingame-menu is on, fully removed issue with double-mapping of mouseButtons I hope -- V 0.9.1.7
- fixed Error: simpleIC.lua:488: attempt to index field 'spec_motorized' (a nil value)
- fixed Error: simpleIC.lua:318: attempt to call method 'getAttacherVehicle' (a nil value)
- reachDistance can be set per vehicle (optional, default 1.8) to specify how far away a player can reach an IC-point -- V 0.9.1.6
- fixed spec insertion so simpleIC now works in every implement, trailer etc. not just drivables -- V 0.9.1.5
- fixed Error: simpleIC.lua:248: attempt to index local 'spec' (a nil value)
- added cylinderAnimation for easy animation of struts on windows/doors etc. -- V 0.9.1.4
- fixed IC active on all vehicles bug (now only active if vehicle actually has IC functions)
- fixed bug Error: Running LUA method 'update' simpleIC.lua:292: attempt to index a nil value
- added default keymapping -- V 0.9.1.3
- multiplayer fix
- added triggerPoint_ON and triggerPoint_OFF as alternative to toggle via triggerPoint
How do I test this?
- download FS19_simpleIC.zip and add to modfolder
- download my Agrostar 6.61 Edit I released for christmas, it already has simpleIC added. https://youtu.be/lsEg6T7XOkE
- go ingame and have fun :D
This is a new take on the well known Interactive Control Scripts in Farming Simulator. Since there hasn't been a well-working bug-free version of the old scripts in FS19, and since I always didn't like the way the Mouse is used, I created this alternative.
- This is a global script, which means that it doesn't have to be added to each Mod seperately, no additional modDesc.xml changes like l10n Texts etc. neccessary.
- Obviously the vehicle-xml and i3d still has to be edited, the script can't magically seperate doors and add trigger-points. But as soon as the needed lines are added, IC will be active as long as you have this mod active.
- this also means that people who don't like IC don't have to remove it all vehicle-mods, just not activate this mod.
- this also means that there's only one IC version and not 50 different ones that get into conflict with each other
- updates to IC are global and useable in all mods
Now for the bad parts
- still Beta
- still Bugs
- not even close to the amount of features the original IC Script had in FS17. (But I'm working on that ;) )
- I will create videos explaining the process of adding simpleIC to your vehicle.
If you already know modding well, here's a short explanation: (look at the linked Deutz Agrostar above to see the full XML lines)
- outsideInteractionTrigger = playerTrigger in which the player can open doors and other outside-stuff from the outside
- animationName = name of the animation for the door
- animationSpeed = speed of the animation (obvious)
- shared animation = not added yet
- soundVolumeIncreasePercentage = by how much will the sound-volume increase if that door is opened. Values will be added together for more than one door, max is outdoorSoundVolume
- insideTrigger and outsideTrigger = "Triggerpoints" e.g. transformGroups that mark the spot where the IC component can be clicked
- triggerPoint = index / i3dMapping name for the transformGroup
- triggerPointSize = size/radius around the triggerPoint where it still registeres as being clicked