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Latest news:

Feb 7, 2012:
The script documentation for FS 2013 is now available. More…

August 15, 2012:
New screenshot of the Farming Simulator 2013 Gamescom preview version. More…

April 12, 2012:
First preview screenshots of the upcoming Farming Simulator 2011 Addon 2 are available now. More…

December 30, 2011:
A new modpackage has been released for FS2011. It contains SFM-Modding's Claas Lexion 770 TT . Download now!

Nov 7, 2011:
New screenshots of the upcoming Skiregion-Simulator 2012 DLC1 from GIANTS Software are available here.

October 13, 2011:
Skiregion-Simulator 2012 vehicle, trailer and equipment lists are available here.

October 7, 2011:
New tutorial to integrate the Farming Simulator 2011 DLC3 into mods. More…

Sept 26, 2011:
New screenshots of the upcoming Skiregion-Simulator 2012 from GIANTS Software are available here.

Sept 15, 2011:
www.sr-mods.de is online now

June 23, 2011:
Finally it is here, the tutorial to integrate the Farming Simulator 2011 DLC2 into mods. More…

June 14, 2011:
New screenshots of the Farming Simulator 2011 DLC2 Pack available. More…

June 12, 2011:
New screenshots of the upcoming Farming Simulator 2011 DLC2 Pack are available. More…

June 1, 2011:
A first preview screenshot of the upcoming Farming Simulator 2011 DLC2 Pack is available now. More…

May 28, 2011:
GIANTS Software announces huge Farming Simulator 2011 Modding Contest. For more information click here.

April 30, 2011:
Script documentation update to patch 2.3 level. Available here

December 18, 2010:
A new modpackage has been released for FS2011. It contains all Fendt LS2009-Vehicles for FS2011. Download now!

November 19, 2010:
New Article that shows how to generate the MD5 hash of a mod.

October 30, 2010:
New Article that shows how to upgrade cut long and windrow settings in mod maps.

October 27, 2010:
A new LS2011 Download-Section is online now. Thanks to LS-Network.

September 22, 2010:
New Article which comparse the graphics of Farming Simulator 2011 and 2009.

September 16, 2010:
Two new Farming-Simulator 2011 Screens are available now. Have a look at the gallery!

April 25, 2010:
www.dc-mods.de is online now

March 6, 2010:
Demolition Company is now listed on Amazon. Pre-Order here



Last changes:
February 12, 2013

Farming Simulator 2012


Tutorial to integrate the FS 2011 DLC 3 into mods

Last changes to this article:
October 7, 2011

Changelog:
- Release (October 7, 2011)


This guide describes how mods can use some of the new functionality in the DLC 3 for Farming Simulator 2011.
Please post questions and feedback in this thread in the official LS support forum.

  1. Create a water trailer
  2. Direct planting
  3. Ridge marker


Create a water trailer
  1. Add the specializations 'Fillable' and 'pdlc_dlcPack3.waterTrailer' the vehicle type of your trailer
        <vehicleTypes>
            <type name="waterTrailer" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
                <specialization name="attachable" />
                <specialization name="fillable" />
                <specialization name="pdlc_dlcPack3.waterTrailer" />
            </type>
         </vehicleTypes>
    
  2. Add 'water' to the fill types of the trailer. Sample vehicle xml:
        <fillTypes fillTypes="water"/>
    
  3. The filling speed can be controled with the xml node fillLitersPerSecond. Default 500
        <fillLitersPerSecond>500</fillLitersPerSecond>
    
  4. To apply new logic to the time when the water filling is toggeled, you can overwrite the function setIsWaterTankFilling. Further, the current filling state is stored as a boolean in the variable self.isWaterTankFilling.
    function YourSpecialization:load(xmlFile)
        self.setIsWaterTankFilling = Utils.overwrittenFunction(
            self.setIsWaterTankFilling,
            YourSpecialization.setIsWaterTankFilling);
    end;
    function YourSpecialization:setIsWaterTankFilling(superFunc, isFilling, noEventSend)
        -- Do your logic here
        print("Cur filling: "..tostring(self.isWaterTankFilling));
        print("New filling: "..tostring(isFilling));
    
        -- also execute the original code
        superFunc(self, isFilling, noEventSend);
    end;
    
  5. You don't necessarily need to use the DLC3 WaterTrailer specialization. Every vehicle with the specialization 'Fillable', with the fill type 'water' will be recognized by the greenhouses.


Direct planting
Direct planting allows a sowing machine to sow a field without cultivating or ploughing it first. Note that the AI helpers are only working correctly if the machine also has ridge markers added.

To use direct planting, you need to use the specialization 'sowingMachine' of the original game, and add the node useDirectPlanting with the value 'true' to the vehicle xml.
    <useDirectPlanting>true</useDirectPlanting>


Ridge Marker
To use ridge markers, you need add the specialization 'pdlc_dlcPack3.ridgeMarker'. Then you need to add the appropriate nodes to the vehicle xml as shown in the example below.
    <ridgeMarker animationLeftName="leftArm" animationRightName="rightArm" />
    <ridgeMarkerLeftArea startIndex="0>11|3|1" widthIndex="0>11|3|2" heightIndex="0>11|3|3"/>
    <ridgeMarkerRightArea startIndex="0>11|1|1" widthIndex="0>11|1|2" heightIndex="0>11|1|3"/>
    <ridgeMarkerLeftTestArea startIndex="0>11|3|4" widthIndex="0>11|3|5" heightIndex="0>11|3|6"/>
    <ridgeMarkerRightTestArea startIndex="0>11|1|4" widthIndex="0>11|1|5" heightIndex="0>11|1|6"/>
Vehicle type in modDesc.xml:
    <type name="mySowingMachine" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
        <specialization name="attachable" />
        <specialization name="fillable" />
        <specialization name="sowingMachine" />
        <specialization name="animatedVehicle" />
        <specialization name="cylindered" />
        <specialization name="foldable" />
        <specialization name="pdlc_dlcPack3.ridgeMarker" />
    </type>
  1. ridgeMarker.animationLeftName/animationRightName:
    Name of the vehicle xml animations used to animate the left and right ridge markers. The time '0' of the animations represent the inactive state where whereas time '100%' represents the active state.
  2. ridgeMarkerLeftArea/ridgeMarkerRightArea:
    Parallelogram defining the area of the left/right ridge marker, where the ground is changed.
  3. ridgeMarkerLeftTestArea/ridgeMarkerRightTestArea:
    Parallelogram defining the area of the left/right ridge marker used to detect which ground changement should be done (change to cultivated if on ploughed, and vice versa). This area should be slightly in front of the changing area and should not be overlapping.