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November 18, 2019, 02:18:57 PM

Author Topic: missing function in baler trailer  (Read 497 times)

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Offline phoenix (OP)

missing function in baler trailer
« on: February 11, 2019, 07:02:16 PM »
I do not know where to put this so iam going to take a guess here.

hello I downloaded  a nh bale trailer it holds 600 bales on it. but anyway it has an error that reads missing function_ balertrailer in/10n_en.xml. I tried it out it loads ok an unloads ok it has auto unload and auto load which makes it easy for me. can this error be fixed?  or just leave it alone?

phoenix
 

Offline Tom Cat

Re: missing function in baler trailer
« Reply #1 on: February 12, 2019, 10:49:39 AM »
This is absolutely the most common error in FS history It just means, that the helptext (F1 window ingame) for a keyboard command isn't present, or wrong ..

The topic has been covered many times, and here is a link to one of the sites : https://www.fs-uk.com/forum/index.php?topic=116543.0

It has no impact on the game performance, only game experience is affected ..

Tom Cat

In order to get the right answer, you must ask the right question.
 

Offline phoenix (OP)

Re: missing function in baler trailer
« Reply #2 on: February 12, 2019, 03:09:40 PM »
hey tomcat:

 read your link i think I will keep it  as is. the baler trailer is working fine i use the controller anyway no keys. if I  try it, I already have a copy of the mod. oh yeah now  I know just by looking at it this is my load/unload center, left and right.

 thanks anyway.  heres the 110n line maybe you will see something that i do not
phoenix


    <l10n>
        <text name="WORKMODE_on">
            <en>Work position</en>
            <de>Arbeitsmodus anschalten</de>
        </text>
        <text name="WORKMODE_off">
            <en>Work position</en>
            <de>Arbeitsmodus ausschalten</de>
        </text>
        <text name="UNLOAD">
            <en>unload</en>
            <de>Abladen</de>
        </text>
        <text name="UNLOAD_C">
            <en>unload center</en>
            <de>Abladeseite [akt. Auflieger]</de>
        </text>
        <text name="UNLOAD_L">
            <en>unload center</en>
            <de>Abladeseite [akt. Links]</de>
        </text>
        <text name="UNLOAD_R">
            <en>unload center</en>
            <de>Abladeseite [akt. Rechts]</de>
        </text>
        <text name="UNLOAD_B">
            <en>unload center</en>
            <de>Abladeseite [akt. Hinten]</de>
        </text>
        <text name="squarebales">
            <en>squarebales</en>
            <de>Ladegut whlen [akt. Quaderballen]</de>
        </text>
        <text name="roundbales">
            <en>roundbales 1.3m</en>
            <de>Ladegut whlen [akt. Rundballen 1,3m]</de>
        </text>
        <text name="woolpallet">
            <en>pallets</en>
            <de>Ladegut whlen [akt. Paletten]</de>
        </text>
        <text name="ultima4">
            <en>roundbales 1.4m</en>
            <de>Ladegut whlen [akt. Rundballen 1,4m]</de>
        </text>
        <text name="ultima">
            <en>roundbales 1.5m</en>
            <de>Ladegut whlen [akt. Rundballen 1,5m]</de>
        </text>
        <text name="hdbales">
            <en>hd bales</en>
            <de>Ladegut whlen [akt. HD-Ballen]</de>
        </text>
      <text name="wood2pallet">
            <en>boards palette</en>
            <de>Ladegut whlen [akt. Bretter-Paletten]</de>
        </text>
    </l10n>
« Last Edit: February 12, 2019, 03:15:45 PM by phoenix »
 

Offline Tom Cat

Re: missing function in baler trailer
« Reply #3 on: February 12, 2019, 04:39:56 PM »
Hey ..

The l10n section is tied to the inputBindings section - so you can read directly in the moddesc file, how the author has planned the extra key's to be assigned ..

What you may not know is, that after one of the official Giants updates (can't remember which one - maybe update 1.5.3 or the last for FS17, update 1.5.3.1) there is a mandatory addition to l10n section .. The change is, that you need to have the line 2 times - line one is  <text name="whatevertext"> and then a line 2 which says <text name="input_whatevertext">  .. Whatevertext is just an example here - you need of course to have the correct text for the button ..

The big change is the input_ placed before the text name .. Then it should work .. I'm not quite sure if you really need line one (the one without input_, and because I am to lazy to test it out myself, I just add an extra line with the input_, keeping the old line also .. It does no harm, and not really affecting the size of the moddesc file ..

Here is an example from a mod I've added some extra elements to myself .. It's the Grimme 2 row Potato Harvester, where I added some worklight (from another Grimme) and a worker to stand on the platform and overlook the potatoes .. The l10n and inputbindings section look like this :

   <l10n>
           <text name="worklight">              <en>Worklights</en>            <de>Arbeitslicht</de>       </text>
           <text name="input_worklight">     <en>Worklights</en>            <de>Arbeitslicht</de>        </text>
           <text name="farmer">                  <en>farmer</en>                  <de>farmer</de>            </text>
           <text name="input_farmer">         <en>farmer</en>                  <de>farmer</de>            </text>
   </l10n>
   
   <inputBindings>
          <input name="worklight"          category="VEHICLE" key1="KEY_KP_6"         key2="" device="0" button="" mouse=""/>
          <input name="farmer"              key1="KEY_m" button="" />
   </inputBindings>

Maybe this would clarify how it's done .. Good luck ..

Regards - Tom Cat ..
« Last Edit: February 12, 2019, 05:24:13 PM by Tom Cat »
In order to get the right answer, you must ask the right question.
 

Offline phoenix (OP)

Re: missing function in baler trailer
« Reply #4 on: February 14, 2019, 10:25:01 AM »
hey tomcat: yeah I have updated to 1.5.3.1, why is it label input building its a trailer. its not where close resembles a building.

 since this is the first time I have seen this and not too good fixing these commands ?? um config file. do not  what to call these. i am better off leave it along plus I got another bailer trailer that loads, unloads 100 bales.

 did not mean to waste your time on this post for all who responded.

sorry :(

phoenix
 

Offline Tom Cat

Re: missing function in baler trailer
« Reply #5 on: February 14, 2019, 04:41:47 PM »
Okay ..

Sorry I wasn't able to explain this to you - must be my English that is to bad .. You just do what you feel most comfortable with ..

But it's really quite simple - every time there is a inputBinding text with a key, you must make a corresponding input .. I will make an example from what you posted:

This is from your moddesc (first line in the l10n section)

<text name="WORKMODE_on">
            <en>Work position</en>
            <de>Arbeitsmodus anschalten</de>


Just copy this - paste it directly beneath the text you just copied, and add the input_    Like this :

<text name="input_WORKMODE_on">
            <en>Work position</en>
            <de>Arbeitsmodus anschalten</de>


It will end up looking like this :

  <l10n>
         <text name="WORKMODE_on">
             <en>Work position</en>
             <de>Arbeitsmodus anschalten</de>
         </text>
         <text name="input_WORKMODE_on">
             <en>Work position</en>
             <de>Arbeitsmodus anschalten</de>
         </text>
  </l10n>

Save and exit the moddesc - then it should work in game .. Do the same for all lines in the l10n section, that has a key assigned in the inputBinding section ..

Tom Cat

EDIT: What is this about a building you write about in the first line ??? I'm not quite sure what you mean by that
« Last Edit: February 14, 2019, 04:46:54 PM by Tom Cat »
In order to get the right answer, you must ask the right question.
 

Offline phoenix (OP)

Re: missing function in baler trailer
« Reply #6 on: February 14, 2019, 05:49:35 PM »
tom cat no its not you, I under stand your English.

 its like this is the first  time I ran across something like that  and if i or someone  do not how to do this its a real challenge try to fix it for the first time. after that it should get easier and easier because that person or I will know what to look for to make the changes so it will work. 

hey tomcat my mistake its binding not building. I miss read it. and I did understand what you wrote

hey tom cat I looked at it again after you post and now I see it text name, input. how come i did not catch it the first time.

thanks tom cat yeah i do nt know if there is a tutor on this or not I should have looked into that but that's after  i posted this that I thought of the tutor. sorry about that.

 hey I looked at it again from our example all text-names need to have input "  "  so each text name needs a input "  ". ok I got it thanks

 phoenix
« Last Edit: February 14, 2019, 05:59:34 PM by phoenix »
 

 

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