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September 19, 2020, 01:52:40 AM

Author Topic: How to make AI helper  (Read 869 times)

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Offline 812farmer (OP)

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How to make AI helper
« on: February 24, 2015, 08:34:11 PM »
Converted some mods over and can't figure out how to make the implements have the option to hire.
Thanks in advance
 

Offline farmerboy69

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Re: How to make AI helper
« Reply #1 on: February 24, 2015, 08:45:07 PM »
you have to add in the AI markers in GE and in the xml as well







 

Offline 812farmer (OP)

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Re: How to make AI helper
« Reply #2 on: February 24, 2015, 10:50:27 PM »
you have to add in the AI markers in GE and in the xml as well
No I have not. Is there a tut on this.
 

Offline wlschweer

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  • Posts: 444
Re: How to make AI helper
« Reply #3 on: February 25, 2015, 07:44:55 AM »
As far as I know there is not but its is very simple.
Step 1. Open up the mod in GE and create 3 new transformations
Step 2. Cut the 3 new transformations and paste them into the main node (0>)
Step 3. Name the new nodes, AImarkerstart, AImarkerend, AImarkerheight (or whatever you want Left, right, ect)
Step 4. Place the start and end nodes at the edge near the front (use the working/ cutting area nodes as a guide)  of the mod or were they need to be to make it work right, then put the height in the center of the mod x and y axis 0. Set the height far enough back to ensure the implement covers all the ground (x axis).
Step 5. Go in to the .xml of the mode and add the following lines just below </workareas>.
    <aiLeftMarker index="0>xx" />
    <aiRightMarker index="0>xx" />
    <aiBackMarker index="0>xx" />
The xx will be the new node location you just made.
Step 6 (optional). you can add the specialization for hireable but I have not done it and it works fine with several mods I have done.

I have do this to a several mods and it works every time. I have not tried it with a self-propelled equipment yet (sprayer), but it is on my to do list and will update this if it works the same. Hope this helps you and is what you were looking for if not post what you need help with.
Working with mods is not for the faint of heart.
 

 

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