Animation Map Trigger Mod

48.7 KB
files size
5 years ago
5/5, 108 votes

The AnimationMapTrigger is the revamp "MapDoorTrigger" with the same features, new features and a few improvements.

- Open doors and gates
- Custom door-sounds
- Custom huds
- Player and vehicle controlled



About Mod

Game FS 15
Category Implements & Tools
Downloads 33402
Created 5 years ago


gracjan (Guest)
4 years ago

gracjan spychaj

Help (Guest)
4 years ago

Can anyone do a video for this? Please???

seriously frustrated... (Guest)
4 years ago

I have most recent version of this mod as well as my dad.. we have got a few new maps and have made sure to have same mods so we can play together but we are having a issue where it says the mod is missing and we can' join our game :( I have checked to be sure that we had same versions we both tried to reinstall from same site and nothing is working? any tips to make it work would be great :)

Graeme Allen (Guest)
4 years ago

I seem to have same problem as many, I have downloaded and mod shows in game. copied the xml file but doesn' open doors. Would someone do a short video and place on YouTube so I can see what I have done wrong ?

TakiVakiNaki (Guest)
4 years ago

@godkop i have the same problem...

5 years ago

I have followed the read me step by step, none of my maps want to work with this mod. I did notice that the animation map trigger mod does not display at the in game mods where the rest of my mods shows. I've placed the zip file into the mods directory with all the other mods which is working, but no luck. Can anyone please help

Lordy (Guest)
5 years ago

Works fine on maps I have downloaded and which were needed of this mod.

snuitje (Guest)
5 years ago

1.1. Copy the file "AnimationMap.xml" to your root map folder. 1.2. Open your map lua file and place this line self.AnimationMapConfig = {"AnimationMap.xml", self.baseDirectory}; after this line self.vehicleShopBase = nil; 1.3. This part is an notice message that&#39;s printed in log if the AnimationMapTrigger mod is not in mods folder. In your map lua file, place this line if _G["AnimationMapTrigger"] == nil then print(" AnimationMapTrigger - Notice: The mod AnimationMapTrigger is missing from your mods folder, get your copy at"); end; after this line self:finishLoadingTask(); -------------------------------------------------- Explaining What You Can DO With "AnimationMap.xml" -------------------------------------------------- -- Debug -- 2.1. Uncomment this part <Config debug="true" /> Will enable various information on what&#39;s being loaded etc and is printed in log file. -- Global Text -- 3.0. The reason why this is here is because as it works now then all texts that "negText and "posText" use must be located in the modDesc file of, this feature makes it possible to still use text if they are added to these xml tags I will show you below. 3.1. To add new l10n text, you simple add them to you maps modDesc file and add the name of that I10n into the "AnimationMap.xml" like following AnimationMap.xml: <GlobalTexts> <text name="CLOSE_GATE" /> </GlobalTexts> modDesc: <text name="CLOSE_GATE" > <en>close gate</en> <de>Weidetor schlie&#223;en</de> </text> 3.2. You can now use the text defined with the userAttributes "negText and "posText". -- Custom Trigger Hud -- 4.0. Show your unique hud when trigger can be activated. 4.1. Add an new hud by giving it an unique name if this is not done then the last added hud with that name will be used. 4.2. To use this new hud in trigger, add the unique name to the "hudOverlayName" userAttribute. Note: Your new hud shall be placed in your map direction. -------------------------------------------------- CollisionMask -------------------------------------------------- Only Player controlled: Bit 20, CollisionMask: 100000 Only vehicle controlled: Bit 21-24 and 26, CollisionMask: 5e00000 Player and vehicle controlled: Bit 20-24 and 26, CollisionMask: 5f00000 -------------------------------------------------- Notes -------------------------------------------------- Note 1: AnimationNode The first child of the trigger must be an node that has an animation! Note 2: open/close hours Setting openTime and closeTime to 0 will disable this feature all together. Note 3: No editing to the is needed! Note 4: There are a few pre set triggers included, look in the folder "Different_Trigger_Settings". Note 5: "OPEN_DOOR", "CLOSE_DOOR", "OPEN_GATE", "CLOSE_GATE", "OPEN_WINDOW" and "CLOSE_WINDOW" are pre set and can be used with the userAttributes "negText and "posText". +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Deutsch +++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------------------------------------------------- Vorbereitung -------------------------------------------------- 0.0 Hier den Trigger bis ins letzte Details zu beschreiben, w&#252;rde den Rahen sprengen. 0.1 Die AnimationMap.xml wird nur ben&#246;tigt, wenn du extra Features wie z.B. eigene T&#252;rnamen, oder eigene Huds benutzen willst. Wenn nicht, gehe weiter zu Schritt 5 -------------------------------------------------- Moving File -------------------------------------------------- 1.1 Kopiere die "AnimationMap.xml" in das Map Verzeichnis. 1.2 &#214;ffne die Map.lua und schreibe die folgende Zeile self.AnimationMapConfig = {"AnimationMap.xml", self.baseDirectory}; nach der Zeile self.vehicleShopBase = nil; -------------------------------------------------- Explaining What You Can DO With "AnimationMap.xml" -------------------------------------------------- -- Debug -- 2.1. Mit folgender Zeile in der xml aktivierst du die debugging Funktion <Config debug="true" /> Die Informationen zu den verbauten Triggern findest du in der log.txt -- Global Text -- 3.0. Der eigene Text gibt dir die M&#246;glichkeit verschiedene Anzeigetexte f&#252;r verschiedene Tor selbst zu erstellen, ohne die zu ver&#228;ndern. 3.1. Um einen neuen Text zu erstellen gehe wie folgt vor. AnimationMap.xml: <GlobalTexts> <text name="CLOSE_GATE" /> </GlobalTexts> modDesc: <l10n> <text name="CLOSE_GATE" > <en>close gate</en> <de>Weidetor schlie&#223;en</de> </text> </l10n> 3.2. Jetzt kannst du den Textnamen in posText und negText einf&#252;gen. -- Custom Trigger Hud -- 4.0. Deine eigenen Huds f&#252;r verschiedene Tore. 4.1. F&#252;ge dein eigenes Hud mit einem eindeutigen Namen in das Mapverzeichnis ein. 4.2. Trage den Namen in den User Atrributen des entsprechenden Triggers ein um das Hud zu verwenden -------------------------------------------------- CollisionMask -------------------------------------------------- Collusionmask: Trigger k&#246;nnen nur zu Fu&#223; bedient werden: Bit 20, CollisionMask: 100000 Nur Fahrzeugs gesteuert: Bit 21-24 and 26, CollisionMask: 5e00000 Trigger k&#246;nnen auch aus einem Fahrzeug bedient werden: Bit 20-24 and 26, CollisionMask: 5f00000 -------------------------------------------------- Notes -------------------------------------------------- AnimationNode: Die AnimationNode bzw der Animation Name eurer T&#252;r muss in den UserAttributes immer an erster Stelle stehen. In der Regel ist das wegen dem Namen aber automatisch so. Oper/Close Hours: Mit den Eintragen "openTime" und "closeTime" vom Typ integer (in Stunden) k&#246;nnen &#214;ffnungszeiten eingestellt werden. Standardm&#228;&#223;ig sind T&#252;ren von 0-24 Uhr auf. Diese Eintr&#228;ge sind optional.

vesslan (Guest)
5 years ago

wortless install readme, couldnt get it to work

Adam (Guest)
5 years ago

how do i get it to work in the default mode


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