animatedObjects

Hier bekommst du Hilfe bei Problemen mit Mods und Maps

Moderatoren: Deepblue, Moderatoren



AbonnentenAbonnenten: 0
LesezeichenLesezeichen: 0
Zugriffe: 62
Beitrag 30. Nov 2016, 11:40
Name des Mods:eigene Map

Versionsnummer:01

Herkunft:

Problembeschreibung:Tore bewegen sich nicht
Ich habe einige Tore eingebaut und sie auf einer Test-Map ausprobiert funktioniert
Danach in meine vierfach Map eingebaut und nichts geht



Bild(er) des Problems bitte hier hochladen:
http://www.games-images.com/
Bild

LOG DATEI:
GIANTS Engine Runtime 7.0.0 (13785) 64bit (Build Date: Nov 21 2016)
Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz
Memory: 8175 MB
OS: Windows NT 6.1 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GTX 750
Revision: 162
Feature level: DirectX 11 ON
Info: Effective window resolution 1920 x 1080
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: High (forced)
View Distance Factor: 1.100000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 1.100000
Terrain LOD Distance Factor: 1.500000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.400000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.850000
Tyre Tracks Segments Factor: 2.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.3.1.0 1.3.1RC10
Available Languages: de
Language: de
Time: 2016-11-30 07:06:36
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: Compass
Load mod: FruitHudText
Load mod: FS17_masseyFerguson8737BlackEdition
Load mod: FS17_valtraTSeriesCowEdition
Load mod: MeinDorf
Warning: Only zip mods are supported in multiplayer. You need to zip the mod MeinDorf to use it in multiplayer.
Load mod: RealTime
Script loaded: Compass.LUA (v2.0.0)
dataS/cameraPath01.i3d (0.14) ms
dataS/cameraPath02.i3d (0.11) ms
dataS/cameraPath03.i3d (0.08) ms
data/sky/skyUS_day_night.i3d (58.03) ms
data/sky/rain.i3d (4.10) ms
data/sky/hail.i3d (2.07) ms
data/sky/dust.i3d (2.17) ms
C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/map01.i3d (2255.99) ms
Error: C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml. animatedObject. .
Error: index 'HofTore_metal' not found in AnimatedObject xml 'C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml'!
Error: Running LUA method 'AnimatedObject.onCreate'.
dataS/scripts/objects/AnimatedObject.lua(280) : attempt to index field 'controls' (a nil value)
Error: C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml. animatedObject. .
Error: index 'Doppeltor' not found in AnimatedObject xml 'C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml'!
Error: Running LUA method 'AnimatedObject.onCreate'.
dataS/scripts/objects/AnimatedObject.lua(280) : attempt to index field 'controls' (a nil value)
Error: C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml. animatedObject. .
Error: index 'Weidetor1' not found in AnimatedObject xml 'C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml'!
Error: Running LUA method 'AnimatedObject.onCreate'.
dataS/scripts/objects/AnimatedObject.lua(280) : attempt to index field 'controls' (a nil value)
Error: C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml. animatedObject. .
Error: index 'Weidetor2' not found in AnimatedObject xml 'C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml'!
Error: Running LUA method 'AnimatedObject.onCreate'.
dataS/scripts/objects/AnimatedObject.lua(280) : attempt to index field 'controls' (a nil value)
Error: C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml. animatedObject. .
Error: index 'Schiebetor01' not found in AnimatedObject xml 'C:/Users/Spieler11/Desktop/eigene Dokumente/My Games/FarmingSimulator2017/mods/MeinDorf/maps/animatedObjects.xml'!
Error: Running LUA method 'AnimatedObject.onCreate'.
dataS/scripts/objects/AnimatedObject.lua(280) : attempt to index field 'controls' (a nil value)
Disabled withering
data/vehicles/steerable/lizard/lizardPickupTT.i3d (174.30) ms
data/vehicles/steerable/newHolland/newHollandT5.i3d (273.97) ms
data/vehicles/steerable/fendt/fendt300.i3d (302.86) ms
data/vehicles/tools/stoll/stollFrontLoaderFZ60.i3d (29.70) ms
data/vehicles/tools/stoll/stollToolShovel.i3d (85.60) ms
data/vehicles/steerable/newHolland/newHollandTC590.i3d (242.68) ms
data/vehicles/cutters/newHolland/newHollandHeader18.i3d (114.94) ms
data/vehicles/trailers/farmtech/farmtechTDK1600.i3d (94.74) ms
data/vehicles/tools/horsch/horschTerrano4FX.i3d (168.01) ms
data/vehicles/tools/kverneland/kvernelandOptimaV.i3d (109.29) ms
data/vehicles/tools/amazone/amazoneUF1201.i3d (325.35) ms
data/vehicles/trailers/farmtech/farmtechSuperfex800.i3d (127.19) ms
data/vehicles/train/locomotive.i3d (140.88) ms
data/vehicles/train/wagonTimber.i3d (68.80) ms
data/vehicles/train/wagonWoodChips.i3d (72.26) ms
data/vehicles/train/wagonGrain.i3d (69.65) ms
data/vehicles/train/wagonSugarbeets.i3d (74.56) ms
dataS2/character/player/player01.i3d (620.41) ms
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce GTX 750
Revision: 162
Feature level: DirectX 11 ON
Info: Effective window resolution 1920 x 1080
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: High (forced)
View Distance Factor: 1.100000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 1.100000
Terrain LOD Distance Factor: 1.500000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.400000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.850000
Tyre Tracks Segments Factor: 2.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.3.1.0 1.3.1RC10
Available Languages: de
Language: de
Time: 2016-11-30 07:09:01
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Load mod: Compass
Load mod: FruitHudText
Load mod: FS17_masseyFerguson8737BlackEdition
Load mod: FS17_valtraTSeriesCowEdition
Load mod: MeinDorf
Warning: Only zip mods are supported in multiplayer. You need to zip the mod MeinDorf to use it in multiplayer.
Load mod: RealTime


animatedObjects.xml:
<?xml version="1.0" encoding="utf-8" standalone="no" ?>
<animatedObjects>
<annotation>Copyright (C) GIANTS Software GmbH, All Rights Reserved.</annotation>
<!--HofTore -->
<animatedObject index="HofTore_metal">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.00" rotation="0 0 0"/>
<keyFrame time="0.95" rotation="0 -90 0"/>
</part>
<part node="2">
<keyFrame time="0.05" rotation="0 0 0"/>
<keyFrame time="1.00" rotation="0 90 0"/>
</part>
</animation>
</animatedObject>
<animatedObject index="Schiebetor01">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<sound file="maps/sounds/woodgate6000.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="8">
<part node="1">
<keyFrame time="0.00" translation="0.001 -0.067 2.214" />
<keyFrame time="1.00" translation="0.001 -0.067 -7.107" />
</part>
</animation>
</animatedObject>
<animatedObject index="Doppeltor">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<animation initialTime="0" duration="4">
<part node="1">
<keyFrame time="0.05" rotation="0 0 0"/>
<keyFrame time="0.95" rotation="0 90 0"/>
</part>
<part node="2">
<keyFrame time="0.05" rotation="0 0 0"/>
<keyFrame time="1.00" rotation="0 -90 0"/>
</part>
</animation>
</animatedObject>
<!--WeideTore -->
<animatedObject index="Weidetor1">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<part node="1"> <!-- node -> child index -->
<keyFrame time="0.05" rotation="0 0 0" /> <!-- translation, rotation, scale, visibility -->
<keyFrame time="1.00" rotation="0 -90 0" />
</part>
</animation>
</animatedObject>
<animatedObject index="Weidetor2">
<controls posKey="ANIMATED_OBJECT_OPEN_DOOR" negKey="ANIMATED_OBJECT_CLOSE_DOOR" triggerNode="0" posText="input_ANIMATED_OBJECT_OPEN_DOOR" negText="input_ANIMATED_OBJECT_CLOSE_DOOR" />
<sound file="maps/sounds/OpenDoorSound.wav" pitchOffset="1.00" volume="0.20" indoorVolumeFactor="0.55" indoorLowpassGain="0.85" pitchMax="1.15" />
<part node="1"> <!-- node -> child index -->
<keyFrame time="0.05" rotation="0 0 0" /> <!-- translation, rotation, scale, visibility -->
<keyFrame time="1.00" rotation="0 -90 0" />
</part>
</animation>
</animatedObject>
</animatedObjects>



Bitte beachten:

Ohne die nötigen Informationen erfolgt kein Support.

[/b]
Mit freundlichem Gruss aus dem Land zwischen den Horizonten
Spieler11

Bild

Beitrag 30. Nov 2016, 14:24
Hallo,
hat sich erledigt.
hatte bei einem Tor diese Zeile vergessen
<animation initialTime="0" duration="4">

kann geschlossen werden
Mit freundlichem Gruss aus dem Land zwischen den Horizonten
Spieler11

Bild

Beitrag 30. Nov 2016, 14:50
Vater_und_Sohn Benutzeravatar
Moderator

Beiträge: 214
Wohnort: Region Hannover
Geschlecht: männlich

Dein Wunsch ist mir Befehl. :)

Bild


Zurück zu "Supportbereich Ls17"


Wer ist online?
Mitglieder in diesem Forum: 0 Mitglieder und 2 Gäste