AI Attachment Agent has broke all my mods

Richard Dower
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AI Attachment Agent has broke all my mods

Post by Richard Dower »

Clean log yesterday, updated to 1.4....get these errors

Missing ai agent attachment definition for attachable vehicle

Thanks Giants for breaking every single mod with this new XML entry,
Richard Dower
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Re: AI Attachment Agent has broke all my mods

Post by Richard Dower »

If i knew what values to enter into the XML i could fix this...but no idea what values to enter ?
Rasping rabbit
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Re: AI Attachment Agent has broke all my mods

Post by Rasping rabbit »

Richard Dower wrote: Tue Apr 19, 2022 3:07 pm
Thanks Giants for breaking every single mod with this new XML entry,
You would have loved playing World of Warcraft. They patched and hot fixed the game on a regular basis, generally at least once a month. Every single update broke at least 90% of the mods.
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Neroxc
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Re: AI Attachment Agent has broke all my mods

Post by Neroxc »

<ai supportsAIJobs="false">
<agentAttachment/>
</ai>
Richard Dower
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Re: AI Attachment Agent has broke all my mods

Post by Richard Dower »

Neroxc wrote: Wed Apr 20, 2022 1:18 pm <ai supportsAIJobs="false">
<agentAttachment/>
</ai>
Thank you kind sir, I shall try that.
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Achimobil
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Re: AI Attachment Agent has broke all my mods

Post by Achimobil »

When setting supportsAIJobs="false", will the AI be able to drive with these trailers anymore?
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olahaldor
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Re: AI Attachment Agent has broke all my mods

Post by olahaldor »

I wouldn't expect it to.

Here's an example of what you put in the <ai> </ai> tags.

Code: Select all

<agentAttachment jointNode="attacherJoint" rotCenterWheelIndices="1 2 3 4" width="3" height="3" length="7" lengthOffset="1"/>
You most likely have the attacherJoint node somewhere in your mod already. So just reference it or find out which node index it is, use the code above and tinker with the attributes until you get it right.
The trailer I got this code from has four wheels (two on each side) thus the 4 wheel indices.
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Achimobil
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Re: AI Attachment Agent has broke all my mods

Post by Achimobil »

Yes, but where do I get the correct dimensions for this entry?
The description do not tell me what are the correct values for all the parameter possible.
And I have not found a description for this is at all.
I do not want to make now a fix for all trailers only to get rid of the warning and then I had to fix all again because the values are wrong
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olahaldor
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Re: AI Attachment Agent has broke all my mods

Post by olahaldor »

Are they *your* mods? If they're not I'd wait for whoever made the mod to fix it.

I took the dimensions of the trailer found inside the <base> tags, under <size> :)
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Achimobil
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Re: AI Attachment Agent has broke all my mods

Post by Achimobil »

Yes, these are my mods in the 22 I converted and published from the 19 with the permission of the original makers.
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GamingFanatics
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Re: AI Attachment Agent has broke all my mods

Post by GamingFanatics »

I fixed the error by adding these lines underneath the <tensionBelts> section in the XML.

<ai>
<allowTurnBackward value="false"/>
<turningRadiusLimitation radius="8"/>
<agentAttachment jointNode="attacherJoint" rotCenterWheelIndices="1 2" width="4.0" height="5.0" length="13.0" lengthOffset="-1.0"/>
</ai>

It is simply copied from the Giants basegame trailers that came out with 1.4. All you need to do, as stated earlier is change the width, height, length, and length offset to your model. Hope this help or fix it if you did not already get it fixed.
criss20ster
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Re: AI Attachment Agent has broke all my mods

Post by criss20ster »

Hi. I read on the giants forum that you wrote about a problem with Ai in mods. And i have a question i have a problem with one model but i have already entered the correct commands and still the same error is there

Warning (E:/ModyFS22/FS22_Kenworth_T900_Legend_tipper/dogTrailer.xml): Missing ai agent attachment definition for attachable vehicle
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dogTrailer.xml
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