Crop duster mod
Re: Crop duster mod
hope to get it unstuck as soon as we overcome covidiocity
cant get to dev machine
been a while gonna have to read up on my own work
zip
cant get to dev machine
been a while gonna have to read up on my own work
zip
Re: Crop duster mod
Zippyo, that progress On the KA26 is incredible. That is hands down the coolest FS19 MOD to date, period. This will be a game changer, it will take FS19 to a completely different level.
Any chance it will be released soon?
Love it!!!! I keep watching that last flight video over and over.
The sound is spot on. Can’t wait!!!
I found this thread by going down the ‘FS19 Crop Dusting’ rabbit hole.
This has inspired me to Dip my toe into the unknown (to me) world of modding. I suspect in-game ‘flight‘ is extremely complex!!! Kudos to you guys for all the hard work so far. Hope I can contribute in some way.
Any chance it will be released soon?
Love it!!!! I keep watching that last flight video over and over.
The sound is spot on. Can’t wait!!!
I found this thread by going down the ‘FS19 Crop Dusting’ rabbit hole.
This has inspired me to Dip my toe into the unknown (to me) world of modding. I suspect in-game ‘flight‘ is extremely complex!!! Kudos to you guys for all the hard work so far. Hope I can contribute in some way.
Re: Crop duster mod
greetings fellow modders!
some good news today on this gloomy sunday....the KAMOV still happily flying around 8 and 16 click maps
after 8 wasted months finally I fired up the dev rig and all is as was in march
thank you Avner for the kind words and interest in general
as I mentioned it looks like an alien language again ... hard to believe I tackled it in the first place
but I'm reading up on all I forgot
Chainsaw if u around chime in brother
to sum it up: flying is here to stay for FS19. script will be available here soon (sounds Christmas 'y ?)
zip
some good news today on this gloomy sunday....the KAMOV still happily flying around 8 and 16 click maps
after 8 wasted months finally I fired up the dev rig and all is as was in march
thank you Avner for the kind words and interest in general
as I mentioned it looks like an alien language again ... hard to believe I tackled it in the first place
but I'm reading up on all I forgot
Chainsaw if u around chime in brother
to sum it up: flying is here to stay for FS19. script will be available here soon (sounds Christmas 'y ?)
zip
- FSarndrone
- Posts: 705
- Joined: Thu Mar 19, 2020 3:31 am
- Location: Pennsylvania
Re: Crop duster mod
Congratulations on getting your plane almost done! Did you see silver news video that had you on it?
I love multiplayer and John Deere
Re: Crop duster mod
Wow that's big time fame now....
here it is as of today last touches before public beta
https://youtu.be/O_WIjlJ_phY
what do you guys think? ready to try?
zip
here it is as of today last touches before public beta
https://youtu.be/O_WIjlJ_phY
what do you guys think? ready to try?
zip
Re: Crop duster mod
one final hurdle before beta is the following
how does the game save wordpos in savegame. where does this get accomplished?
do I have to writhe this data to xml in memory then on save it gets flushed?
could use sum input here guys
how does the game save wordpos in savegame. where does this get accomplished?
do I have to writhe this data to xml in memory then on save it gets flushed?
could use sum input here guys
Re: Crop duster mod
Do you have an example of what you are trying to save?
Re: Crop duster mod
Heli moved by forces calculated in script so I’m guessing worldpos update movement Is not updating?
Load game will yield position from store purchase
I would prefer save game wrote this info to xml
Load game will yield position from store purchase
I would prefer save game wrote this info to xml
Re: Crop duster mod
disregard all that hurdle nonsense
Debugger for the rescue...sometimes I wonder if it is more fun to develop than to actually use the game
public beta here soon
Debugger for the rescue...sometimes I wonder if it is more fun to develop than to actually use the game
public beta here soon
Re: Crop duster mod
thank you GIANTS for an amazing engine+editor+debugger
big FS19 moment
http://www.modhub.us/farming-simulator- ... blic-beta/
zip
big FS19 moment
http://www.modhub.us/farming-simulator- ... blic-beta/
zip
Re: Crop duster mod
Code: Select all
--[[
/*******************************************************************************\
* *
* LevitatorSprayer.lua *
* *
*********************************************************************************
* Licensed under the MIT or X11 License *
* *
* Copyright (c) 2016 Eisbearg *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
\*******************************************************************************/
--]]
-- Edit FS17: werik, Silak_68
--28.05.17 network edition by igor29381
--Edit port to FS19: Zippyo v0.99b
LevitatorSprayer = {};
LevitatorSprayer._NAME = "LevitatorSprayer"
LevitatorSprayer.title = "FS19 LEV";
LevitatorSprayer.author = "zip";
LevitatorSprayer.modDirectory = g_currentModDirectory;
function LevitatorSprayer.prerequisitesPresent(specializations)
return true;
end;
function LevitatorSprayer.registerFunctions(vehicleType)
SpecializationUtil.registerFunction(vehicleType, "mouseEvent", LevitatorSprayer.mouseEvent)
SpecializationUtil.registerFunction(vehicleType, "keyEvent", LevitatorSprayer.keyEvent)
SpecializationUtil.registerFunction(vehicleType, "activateFlightMode", LevitatorSprayer.activateFlightMode)
SpecializationUtil.registerFunction(vehicleType, "deactivateFlightMode", LevitatorSprayer.deactivateFlightMode)
SpecializationUtil.registerFunction(vehicleType, "toggleLevitatorSprayer", LevitatorSprayer.toggleLevitatorSprayer)
SpecializationUtil.registerFunction(vehicleType, "getMorldDirectionDegree", LevitatorSprayer.getMorldDirectionDegree)
SpecializationUtil.registerFunction(vehicleType, "getMorldDirectionDegree2", LevitatorSprayer.getMorldDirectionDegree2)
SpecializationUtil.registerFunction(vehicleType, "getMorldDirectionDegree3", LevitatorSprayer.getMorldDirectionDegree3)
SpecializationUtil.registerFunction(vehicleType, "getAltitude", LevitatorSprayer.getAltitude)
SpecializationUtil.registerFunction(vehicleType, "getTailForce", LevitatorSprayer.getTailForce)
SpecializationUtil.registerFunction(vehicleType, "updateMovement", LevitatorSprayer.updateMovement)
--SpecializationUtil.registerFunction(vehicleType, "saveToXMLFile", LevitatorSprayer.saveToXMLFile)
end;
function LevitatorSprayer.registerEventListeners(vehicleType)
for _, functionName in pairs( { "onLoad", "onPostLoad", "onUpdate", "onUpdateTick", "onDraw", "saveToXMLFile" } ) do
SpecializationUtil.registerEventListener(vehicleType, functionName, LevitatorSprayer);
end;
end;
function LevitatorSprayer:onLoad(savegame)
self.isSelectable = true;
self.toggleLevitatorSprayer = SpecializationUtil.callSpecializationsFunction("toggleLevitatorSprayer");
self.LevitatorSprayer = {};
local name = getXMLString(self.xmlFile, "vehicle.storeData.name");
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.en"); end;
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.de"); end;
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.es"); end;
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.fr"); end;
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.pt"); end;
if name == nil then name = getXMLString(self.xmlFile, "vehicle.storeData.name.ru"); end;
if name == nil then name = "UnknownVehicle"; end;
self.LevitatorSprayer.id = LevitatorSprayer._NAME;
self.LevitatorSprayer.name = name;
self.LevitatorSprayer.move = false;
self.LevitatorSprayer.active = false;
self.LevitatorSprayer.downForce = 0;
self.LevitatorSprayer.yForce = 0;
self.LevitatorSprayer.pitch = 0;
self.LevitatorSprayer.sendPitch = 0;
self.LevitatorSprayer.startTimer = 0;
self.LevitatorSprayer.levitatorSprayerFlag = self:getNextDirtyFlag();
self.LevitatorSprayer.lastDigitalSide = 0;
self.workAreaPositions = {};
local lworkAreas = self.spec_workArea.workAreas[1]
for k,c in pairs (self.spec_workArea) do
local xs,ys,zs = getWorldTranslation(lworkAreas.start);
local xw,yw,zw = getWorldTranslation(lworkAreas.width);
local xh,yh,zh = getWorldTranslation(lworkAreas.height);
local cap = {};
cap.start = {xs,ys,zs};
cap.width = {xw,yw,zw};
cap.height = {xh,yh,zh};
table.insert(self.workAreaPositions, cap);
end;
self.pipeGrainParticleSystem = {};
-- self.pipeGrainParticleSystemindex = Utils.indexToObject(self.components, getXMLString(self.xmlFile, "vehicle.pipeGrainParticleSystem#index"));
-- Utils.loadParticleSystem(self.xmlFile, self.pipeGrainParticleSystem, "vehicle.pipeGrainParticleSystem", self.pipeGrainParticleSystemindex, false, nil, self.baseDirectory);
-- self.pipeGrainParticleSystem2 = {};
-- self.pipeGrainParticleSystem2index = Utils.indexToObject(self.components, getXMLString(self.xmlFile, "vehicle.pipeGrainParticleSystem2#index"));
-- Utils.loadParticleSystem(self.xmlFile, self.pipeGrainParticleSystem2, "vehicle.pipeGrainParticleSystem2", self.pipeGrainParticleSystem2index, false, nil, self.baseDirectory);
print("Load mod: '"..LevitatorSprayer.title.."' by: '"..LevitatorSprayer.author.."' loaded sucessfully.");
end;
function LevitatorSprayer:onDelete()
-- Utils.deleteParticleSystem(self.pipeGrainParticleSystem);
-- Utils.deleteParticleSystem(self.pipeGrainParticleSystem2);
end;
function LevitatorSprayer:mouseEvent(posX, posY, isDown, isUp, button)
end;
function LevitatorSprayer:keyEvent(unicode, sym, modifier, isDown)
end;
function LevitatorSprayer:activateFlightMode()
local component = self.components[1]
local massresult = self:getTotalMass(true)
setLinearDamping(component.node, 0.15);
setAngularDamping(component.node, 0.01);
self.LevitatorSprayer.downForce = massresult * -9.81;
self.massresult = massresult *1000;
self.yForce = self.LevitatorSprayer.downForce * -5;
-- self.cruiseControl.average = (self.cruiseControl.minSpeed + self.cruiseControl.maxSpeed);
-- self.setCruiseControlMaxSpeed(self, self.cruiseControl.average);
end;
function LevitatorSprayer:deactivateFlightMode()
local component = self.components[1]
setLinearDamping(component.node, 0.0);
setAngularDamping(component.node, 0.01);
self.LevitatorSprayer.downForce = self:getTotalMass(true) * -9.81;
self.yForce = 0;
-- self.cruiseControl.average = (self.cruiseControl.minSpeed + self.cruiseControl.maxSpeed);
-- self.setCruiseControlMaxSpeed(self, self.cruiseControl.average);
end;
function LevitatorSprayer:onPostLoad(savegame)
--[[
]]
end;
function LevitatorSprayer:onUpdate(dt, isActiveForInput, isActiveForInputIgnoreSelection, isSelected)
local massresult = (self:getTotalMass(false)) * 1000
self.massresult = massresult
local component = self.components[1]
local altAboveGround, altAboveNN = self.getAltitude(component.node);
if self.getIsMotorStarted and altAboveGround < 4 then
-- Utils.setEmittingState(self.pipeGrainParticleSystem, true);
else
-- Utils.setEmittingState(self.pipeGrainParticleSystem, false);
end;
if self.getIsMotorStarted and altAboveGround < 9 then
-- Utils.setEmittingState(self.pipeGrainParticleSystem2, true);
else
-- Utils.setEmittingState(self.pipeGrainParticleSystem2, false);
end;
if self.spec_motorized.isMotorStarted and self.spec_enterable.isEntered then
if not self.LevitatorSprayer.active then
self.LevitatorSprayer.startTimer = self.LevitatorSprayer.startTimer + dt;
if self.LevitatorSprayer.startTimer > 18000 then
LevitatorSprayer.activateFlightMode(self);
self.LevitatorSprayer.active = true;
self.wiper = true;
self.LevitatorSprayer.startTimer = 0;
end;
end;
elseif self.LevitatorSprayer.active then
LevitatorSprayer.deactivateFlightMode(self);
self.LevitatorSprayer.active = false;
self.wiper = false;
end;
if not self.LevitatorSprayer.active then return end;
local collectiveup = getInputAxis(10, 0);
local collectivedown = getInputAxis(11, 0);
local gamepads = getNumOfGamepads();
self.normalizedCollectiveUp = (collectiveup - (-1)) / (1 - (-1));
self.normalizedCollectiveDown = (collectivedown - (-1)) / (1 - (-1));
LevitatorSprayer.updateMovement(self, dt);
if self.isActive and isActiveForInput and gamepads>0 then
if collectiveup <= 1 or collectivedown <= 1 then
if collectiveup < 1 then
self.LevitatorSprayer.pitch = math.min(self.LevitatorSprayer.pitch + 1/self.normalizedCollectiveUp/4, self.LevitatorSprayer.downForce * -0.85);
end;
if collectivedown < 1 then
self.LevitatorSprayer.pitch = math.max(self.LevitatorSprayer.pitch - 1/self.normalizedCollectiveDown/4, -25.02);
end;
end;
if Input.isMouseButtonPressed(Input.MOUSE_BUTTON_LEFT) or Input.isMouseButtonPressed(Input.MOUSE_BUTTON_RIGHT)then
if Input.isMouseButtonPressed(Input.MOUSE_BUTTON_LEFT)then
self.LevitatorSprayer.pitch = math.min(self.LevitatorSprayer.pitch + 2, self.LevitatorSprayer.downForce * -0.85);
end;
if Input.isMouseButtonPressed(Input.MOUSE_BUTTON_RIGHT)then
self.LevitatorSprayer.pitch = math.max(self.LevitatorSprayer.pitch - 2, -25.02);
end;
elseif self.LevitatorSprayer.pitch ~= 0 then
if collectiveup == 1 and collectivedown == 1 then
self.LevitatorSprayer.pitch = 0;
end;
end;
end;
if self.LevitatorSprayer.pitch ~= self.LevitatorSprayer.sendPitch then
if not g_server then
self:raiseDirtyFlags(self.levitatorSprayerFlag);
end;
self.LevitatorSprayer.sendPitch = self.LevitatorSprayer.pitch;
end;
if self.LevitatorSprayer.pitch ~= self.LevitatorSprayer.sendPitch then
if not g_server then
self:raiseDirtyFlags(self.levitatorSprayerFlag);
end;
self.LevitatorSprayer.sendPitch = self.LevitatorSprayer.pitch;
end;
if self.isServer then
local dX,dY,dZ = localDirectionToWorld(component.node, 1, 0, 0);
local sinDir = dX / 15;
local cosDir = dZ / -15;
self.sd = 307;
if self.spec_motorized.getIsMotorStarted then
self.sd = 250;
end;
local zSteer = self.sd * self.spec_drivable.axisForward;
local xForce = zSteer * cosDir;
local zForce = zSteer * sinDir;
if self.spec_drivable.axisForward == 1 or self.spec_drivable.axisForward == -1 or self.spec_drivable.lastDigitalForward == 1 or self.spec_drivable.lastDigitalForward == -1 then
dg = 0.01;
else
dg = 3;
end;
local component = self.components[1]
self.LevitatorSprayer.yForce = (self.LevitatorSprayer.pitch + self.LevitatorSprayer.downForce * -0.8422);
addForce(component.node, xForce, self.LevitatorSprayer.yForce, zForce, 0, dg, 0, true);
local yTurnSpeed = 0;
if self.spec_drivable.axisSide > 0.1 or self.spec_drivable.axisSide < -0.1 or self.spec_drivable.lastDigitalSide > 0.1 or self.spec_drivable.lastDigitalSide < -0.1 then
if InputBinding.getIsAnalogInput then
yTurnSpeed = self.spec_drivable.axisSide * -0.95;
else
yTurnSpeed = self.spec_drivable.lastDigitalSide * -0.95;
end;
end;
local AVx, AVy, AVz = getAngularVelocity(component.node);
if yTurnSpeed == 0 then
yTurnSpeed = AVy * 0.85;
end;
setAngularVelocity(component.node, AVx * 0.75, yTurnSpeed, AVz * 0.75);
self.yLV = getLinearVelocity(component.node);
if self.getIsActive and self.getIsTurnedOn then
local altAboveGround = self.getAltitude(component.node);
local addw = altAboveGround*6.5;
local addh = altAboveGround/5;
local addz = (altAboveGround/2) + (self.lastSpeed * 3850/50);
local lworkAreas = self.spec_workArea.workAreas[1]
for c=1, table.getn(lworkAreas) do
local cp = self.workAreaPositions[c];
local ca = lworkAreas[c];
setTranslation(ca.start , cp.start[1]+ (cp.start[1] *addw/100) , cp.start[2] , cp.start[3]- addz);
setTranslation(ca.width , cp.width[1]+ (cp.width[1] *addw/100) , cp.width[2] , cp.width[3]- addz);
if altAboveGround > 50 then
setTranslation(ca.height , cp.start[1]+(cp.start[1]*addw/100) , cp.start[2] , cp.start[3] - addz);
else
setTranslation(ca.height , cp.height[1]+(cp.height[1]*addw/100) , cp.height[2] , cp.height[3]-addz-addh);
end;
end;
end;
end;
end;
function LevitatorSprayer:onUpdateTick(dt)
end;
function LevitatorSprayer:saveToXMLFile(xmlFile, key)
--[[ key includes the name of the script
]]
end;
function LevitatorSprayer:onDraw()
local component = self.components[1]
local text = g_i18n.modEnvironments.Ka26.texts.move --just digging...should b fetched from XML as :getText("move")
local LVx, LVy, LVz = getLinearVelocity(component.node);
if self.spec_enterable.getIsEntered then
setTextAlignment(RenderText.ALIGN_CENTER);
setTextColor(1,1,1,1);
if self.LevitatorSprayer.active then
renderText(0.17, 0.29, 0.016, text);
renderText(0.17, 0.36, 0.025, string.format("V S I=" .. " %4.2f m/s", LVy));
local altAboveGround, altAboveNN = self.getAltitude(component.node);
--renderText(0.17, 0.33, 0.025, string.format(g_i18n.modEnvironments.Ka26.texts.ground .. " %4.2f m", altAboveGround));
renderText(0.17, 0.33, 0.025, string.format("A G L=" .. " %4.2f m", altAboveGround));
renderText(0.17, 0.26, 0.016, string.format("BLADE PITCH" .. " %3.4f ", self.LevitatorSprayer.pitch));
renderText(0.17, 0.24, 0.016, string.format("pretend G Downforce" .. " %4.2f m/s", self.LevitatorSprayer.downForce));
renderText(0.17, 0.22, 0.016, string.format("LevitatorFORCE" .. " %4.2f m/s", self.LevitatorSprayer.yForce));
renderText(0.17, 0.20, 0.016, string.format("MASS" .. " %4.2f kg", self.massresult));
setTextBold(false);
end;
setTextAlignment(RenderText.ALIGN_LEFT);
setTextColor(1,1,1,1);
end;
-- local altAboveGround = self.getAltitude(component.node);
-- if self.isActive and altAboveGround > 50 then
-- g_currentMission:showBlinkingWarning(g_i18n.modEnvironments.Ka26.texts.helpGrid, 600);
-- end;
end;
function LevitatorSprayer:toggleLevitatorSprayer(state, nes)
end;
function LevitatorSprayer:readStream(streamId, connection)
end;
function LevitatorSprayer:writeStream(streamId, connection)
end;
function LevitatorSprayer:getMorldDirectionDegree(rootNode)
local dX,dY,dZ = localDirectionToWorld(rootNode, 0, 0, 1);
local sinus = dX / 1;
local cosinus = dZ / 1;
local direction = math.deg(math.atan2(sinus, cosinus));
return direction, sinus, cosinus;
end;
function LevitatorSprayer:getMorldDirectionDegree2(rootNode)
local dX,dY,dZ = localDirectionToWorld(rootNode, 0, 0, 1);
local sinus = dX / 1;
local cosinus = dZ / 1;
local direction = math.deg(math.atan2(cosinus, sinus));
return direction, sinus, cosinus;
end;
function LevitatorSprayer:getMorldDirectionDegree3(rootNode)
local dX,dY,dZ = localDirectionToWorld(rootNode, 0, 0, -1);
local sinus = dX / 1;
local cosinus = dZ / 1;
local direction = math.deg(math.atan2(cosinus, sinus));
return direction, sinus, cosinus;
end;
function LevitatorSprayer:getAltitude(rootNode)
local terrainHeight = getTerrainHeightAtWorldPos(g_currentMission.terrainRootNode, getWorldTranslation(self));
local x, altAboveNN = getWorldTranslation(self);
local altAboveGround = altAboveNN - terrainHeight;
if altAboveGround < 0 then altAboveGround = 0.0 end;
return altAboveGround, altAboveNN, terrainHeight;
end;
function LevitatorSprayer:getTailForce(rootNode, xSteer)
local dX,dY,dZ = localDirectionToWorld(self, 0, 0, -1);
local sinDir = dX / 1;
local cosDir = dZ / 1;
local xBackward = 10 * sinDir;
local zBackward = 10 * cosDir;
dX,dY,dZ = localDirectionToWorld(rootNode, 1, 0, 0);
sinDir = dX / 1;
cosDir = dZ / 1;
local xTurnForce = xSteer * sinDir;
local zTurnForce = xSteer * cosDir;
return xTurnForce, 0, zTurnForce, xBackward, 0.6, zBackward
end;
function LevitatorSprayer:updateMovement(dt)
self.axisSideIsAnalog = InputBinding.getIsAnalogInput
self.axisForwardIsAnalog = InputBinding.getIsAnalogInput
if not self.getIsEntered then return; end
local axisAccelerate = self.spec_drivable.lastInputValues.axisAccelerate
local axisBrake = self.spec_drivable.lastInputValues.axisBrake
local axisForward = MathUtil.clamp((axisAccelerate - axisBrake)*0.5, -1, 1);
if InputBinding.isAxisZero(axisForward) then
axisAccelerate = self.spec_drivable.lastInputValues.axisAccelerate
axisBrake = self.spec_drivable.lastInputValues.axisBrake
self.axisForward = MathUtil.clamp((axisAccelerate - axisBrake)*0.5, -1, 1);
fetch = self.axisForward
if not InputBinding.isAxisZero(self.axisForward) then
self.axisForwardIsAnalog = true;
end
self.lastDigitalForward = 0;
end
self.axisSide = self.spec_drivable.lastInputValues.axisSide
if InputBinding.isAxisZero(self.axisSide) then
self.axisSide = self.spec_drivable.lastInputValues.axisSide
if not InputBinding.isAxisZero(self.axisSide) then
self.axisSideIsAnalog = true;
end
self.lastDigitalSide = 0;
else
self.axisSide = MathUtil.clamp(self.lastDigitalSide + dt/self.axisSmoothTime*self.axisSide, -1, 1);
self.axisSideIsAnalog = false;
self.lastDigitalSide = self.axisSide;
end;
if not self.getIsActiveForInput then
if not self.axisSideIsAnalog then
self.axisSide = 0;
end
if not self.axisForwardIsAnalog then
self.axisForward = 0;
end
end;
if not g_server then
self:raiseDirtyFlags(self.levitatorSprayerFlag);
end;
end;
Re: Crop duster mod
Thanks for sharing your hard work.
- Patton_M47
- Posts: 921
- Joined: Sun Jan 12, 2020 11:33 pm
Re: Crop duster mod
thx zippo i tryed it today am i missing something or is there a easyer way to make it go up? PS could you do a cargo Heli?
I do FS19 old school mods and FS19 military mods for PC let me know if you want anything done
I don't have any form of social media nor discord FYI
Ban time total: 7 days
AKA Oberfeldwebel Patton
I don't have any form of social media nor discord FYI
Ban time total: 7 days
AKA Oberfeldwebel Patton
Re: Crop duster mod
Mouse left UP
Mouse right DOWN
script loads first initialized gamepad (xbox controller with triggers)if u have joy plugged in unplug it.
Mouse right DOWN
script loads first initialized gamepad (xbox controller with triggers)if u have joy plugged in unplug it.