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Changelog Version 0.9.1.4:
- added Russian translation to pallet
- fixed problem with the mod "Repair and paint settings (Configure Maintenance)" where the vehicle got FS22-normal-damage from working on a field -> too many RDS-damages
- fixed problem where implements didn't get any FS22-normal-damage from working on a field
- fixed problem where the engine sound disappeared when starting the engine with over 8 damages -> repairing -> opening an item in the shop
- fixed multiplayer sync problem
- fixed dedicated server problem where the FS22-normal-damage was not changed with a new damage / repair
- fixed mutliplayer problem with console command "rdsRemoveDamages"
- added mod version to debug
- fixed problem where the vehicle died immediately after receiving 9 damages
- created a new shop icon for the pallet
-fixed problem where the pallet moved when a helper drove close to it
@@ -494,12 +504,13 @@ function RealisticDamageSystem:onUpdate(dt, isActiveForInput, isActiveForInputIg
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spec.NextKnownDamageOperatingHour=self:getFormattedOperatingTime() +RealisticDamageSystem:RoundValue((math.random (45, 75) /10) /RealisticDamageSystem.DamagesMultiplier, 1); --next operating hour when a known damage occurs --float --need /10 to get a decimal number
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spec.NextUnknownDamageOperatingHour=self:getFormattedOperatingTime() +RealisticDamageSystem:RoundValue((math.random (105, 135) /10) /RealisticDamageSystem.DamagesMultiplier, 1); --next operating hour when an unknown damage occurs --float --need /10 to get a decimal number
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self:setDamageAmount(0, true)-- reset damage to set it later in the script to the proper amount
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spec.MultiplayerAddDamage=-1-- reset damage to set it later in the script to the proper amount
@@ -607,23 +618,6 @@ function RealisticDamageSystem:onUpdate(dt, isActiveForInput, isActiveForInputIg
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else
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ifspec.LoadTooHigh~=truethen
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self.spec_RealisticDamageSystemEngineDied.EngineDied=false--set EngineDied to false when vehicle is started again
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-
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ifself:getIsMotorStarted() then
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--giants bug:
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--vehicle has been started with the multiple ignition sound effect + any item in the shop has been selected and "opened" -> leads to the motor sound being stopped
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--everything else works fine, but the motor and gearbox sound is stopped (every other sound is still active as well)
@@ -659,6 +653,24 @@ function RealisticDamageSystem:onUpdate(dt, isActiveForInput, isActiveForInputIg
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spec.forDBL_EngineLight=true
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else
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spec.forDBL_EngineLight=false
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spec.DontStopMotor=true--set to true when damages < 9 to prevent the vehicle from dying immediately after receiving 9 damages
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end
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ifself:getIsMotorStarted() then
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--giants bug:
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--vehicle has been started with the multiple ignition sound effect + any item in the shop has been selected and "opened" -> leads to the motor sound being stopped
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--everything else works fine, but the motor and gearbox sound is stopped (every other sound is still active as well)
ifRealisticDamageSystem.StopActiveRepairCommandor ((g_currentMission.environment.currentDay>spec.FinishDay) or ((g_currentMission.environment.currentDay==spec.FinishDayandg_currentMission.environment.currentHour>spec.FinishHour)) or (g_currentMission.environment.currentDay==spec.FinishDayandg_currentMission.environment.currentHour>=spec.FinishHourandg_currentMission.environment.currentMinute>=spec.FinishMinute)) then
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ifspec.DialogSelectedOptionCallback~=0then--need this because DialogSelectedOptionCallback was not saved in the xml in a previous version and therefore could be 0 when reloading the savegame during a maintenance
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self:addDamageAmount(- (self:getDamageAmount() /spec.TotalNumberOfDamages) *spec.DialogSelectedOptionCallback, true)--remove so much vehicle damage, so that when you repair all damages at once, there is 0% damage left
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spec.MultiplayerAddDamage=- (self:getDamageAmount() /spec.TotalNumberOfDamages) *spec.DialogSelectedOptionCallback--remove so much vehicle damage, so that when you repair all damages at once, there is 0% damage left
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else
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self:setDamageAmount(0, true)--set vehicle damage to 0
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spec.MultiplayerAddDamage=-1--set vehicle damage to 0
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