New mod

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Smith Modding
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Re: New mod

Post by Smith Modding »

Looks good :mrgreen: *thumbsup*
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jtguy242000
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Re: New mod

Post by jtguy242000 »

looks awesome
hpmc13
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Re: New mod

Post by hpmc13 »

PrincessJessi84 wrote:actually its very simple.. make a silo type storage building and have it accept bales at the unloading trigger.. ive got a silage fermenter that accepts bales so I know its more than possible
I tried to do this and I couldn't get it figured out. I probably use the same fermentor as you are, Jessi, (the 5000) and I looked at its code (which accepts bales) and the code of a hayloft placeable but I couldn't get the hayloft to take bales. They just sat on the ground. If you can point me in the right direction as far as fillTypes, I would greatly appreciate it.
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PrincessJessi84
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Re: New mod

Post by PrincessJessi84 »

give me a bit.. ill see what I can do.. srry for the delay but I will try to get some answers for u
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PrincessJessi84
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Re: New mod

Post by PrincessJessi84 »

I haven't forgot about u guys.. I'm scouring xml files and lua files and even fumbling around GE looking for the answer.. I know I have seen the code that allows bales to be accepted at fill triggers but I cant remember where.. as soon as I find it I will plug it into one of my mods to ensure it works and I will tell u exactly what to plug in and where.. if anybody by chance knows and could point me in the right direction that would be great.. I just need a tiny hint lol
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PrincessJessi84
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Re: New mod

Post by PrincessJessi84 »

ok so I think I'm onto something.. u have to create a BaleTrigger in GE under inputTrigger/TipTrigger.. now I just have to find the associate script for the trigger.. it could be as easy as copying an existing BaleTrigger into your silo mod but we still need to know where to insert the associated scripting because as far as I know just having the BaleTrigger in the actual GE model wont do anything but imma find out real quick.. I'm gonna try to just add the BaleTrigger into the transform group of my silo mod and see if it works.. wish me luck
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Guil
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Re: New mod

Post by Guil »

Wouldn't the animal troughs have the bale trigger on most maps?
hpmc13
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Re: New mod

Post by hpmc13 »

You really are a princess. I really need to start learning the Giants Editor.

The Fermentor has a bale trigger as well. I got as far as realizing what it was but was unable to fathom how to implement it into a hayloft, for example. The Pleasant Valley map has an incredible bale storage mod and an equipment storage mod both designed to reduce lag.
http://www.youtube.com/watch?v=NCWQPAF6TbM
Thank you very much for your efforts, Jessi.
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PrincessJessi84
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Re: New mod

Post by PrincessJessi84 »

I do what I can.. but today I am taking a break.. the only thing game related I have looked at lately is xml files and GE and I need to relax.. I refuse to be one of those modders who burns out on the game while not actually playing the game u know? ive just about got it.. I forgot to add the pathing for the stuff that I changed so I ended up with a fully functional but completely invisible silo.. kinda funny and a lil disturbing watching bales vanish into thin air :lol: but even princesses need breaks so work will resume tmmw.. srry for the delay
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PrincessJessi84
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Re: New mod

Post by PrincessJessi84 »

they do indeed guil.. but I already had the fermenting silo which has the bale trigger which is already perfect.. a slight resizing and it fit tighter than the OJ Simpson glove
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hpmc13
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Re: New mod

Post by hpmc13 »

No apology needed. We all appreciate your hard work. Thanks again.
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Guil
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Re: New mod

Post by Guil »

Thanks jessi. I'd love to get into modding but lately in work I'm doing 50-60 hours and just don't have the time. I'm a coach for an under 10 soccer club that my son is in with training once a week and a match most Saturdays, then I have circuit training 3 times a week and try squeeze in a few games of my beloved squash as well. There s not enough hours in the week lol.
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Re: New mod

Post by BigC92 »

Guil wrote:Thanks jessi. I'd love to get into modding but lately in work I'm doing 50-60 hours and just don't have the time. I'm a coach for an under 10 soccer club that my son is in with training once a week and a match most Saturdays, then I have circuit training 3 times a week and try squeeze in a few games of my beloved squash as well. There s not enough hours in the week lol.
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redglasses
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Re: New mod

Post by redglasses »

Guil wrote:Thanks jessi. I'd love to get into modding but lately in work I'm doing 50-60 hours and just don't have the time. I'm a coach for an under 10 soccer club that my son is in with training once a week and a match most Saturdays, then I have circuit training 3 times a week and try squeeze in a few games of my beloved squash as well. There s not enough hours in the week lol.
Dang dude someone get this man a trophy, sports is one thing fs can't replace :lol:
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Smith Modding
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Re: New mod

Post by Smith Modding »

I used to play soccer when I was 7 or 8ish. Don't do sports any more, I'll stick to BSA, church, and my school clubs. As you see by my game choice, I'm a nerd :geeknew: :lol:
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Isaiah 30:23- He will also send you rain for the seed you sow in the ground, and the food that comes from the land will be rich and plentiful. In that day your cattle will graze in broad meadows.:
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