Farming Simulator 22
Game Version: 1.8.1.0
These scripts are free for use in any Farming Simulator 22 Map , Placeable or Vehicle mod for both Private and Public release.
The publishing of these scripts when not included in its entirety as part of a Map , Placeable or Vehicle mod is not permitted.
Only GtX | Andy is permitted to make modifications to this code including but not limited to bug fixes, enhancements or the addition of new features.
Converting these animation or parts there of to other version of the Farming Simulator series is not permitted without written approval from GtX | Andy.
All versioning is controlled by GtX | Andy and not by any other page, individual or company.
The following information is required for these animation scripts to operate. <animationNodes>
must be supported to use these animations.
Note: Some specializations do not correctly assign the mod custom environment correctly, for example version 1.8.1.0 of the base game ProductionPoint does not correctly do this so it must be manually set.
If you receive an invalid class name message you will need to add the mod name to the start of the class name.
Example: FS22_MyGreatMod.BeaconLightAnimation
or FS22_MyGreatMod.AnimatedPartAnimation
It is possible to dynamically load a beacon light with this animation.
<modDesc descVersion="71">
<extraSourceFiles>
<sourceFile filename="BeaconLightAnimation.lua"/>
</extraSourceFiles>
</modDesc>
<placeable type="myTypeName">
<animationNodes>
<animationNode node="node" class="BeaconLightAnimation" filename="$data/shared/assets/beaconLights/lizard/beaconLight10.xml" />
</animationNodes>
</placeable>
It is possible to play a animation using parts and key frames or animation clips with this animation. The animations can also include a sequence allowing it to activate and deactivate for defined periods of time.
<modDesc descVersion="71">
<extraSourceFiles>
<sourceFile filename="AnimatedPartAnimation.lua"/>
</extraSourceFiles>
</modDesc>
<placeable type="myTypeName">
<animationNodes>
<!-- USAGE: Mesh and clip part of mod -->
<animationNode class="AnimatedPartAnimation" >
<clip node="skeletonNode" name="Animation Name" looping="true"/>
</animationNode>
<!-- USAGE: Mesh part of mod with shared animation file -->
<animationNode class="AnimatedPartAnimation" >
<clip node="link / mesh node" animationFilename="sharedAnimation.i3d" name="animationName" looping="true"/>
</animationNode>
<!-- USAGE: Shared mesh and animation files -->
<animationNode class="AnimatedPartAnimation" >
<clip node="linkNode" characterFilename="baker/baker.i3d" animationFilename="baker/animations/bakerAnimations.i3d" skeletonNode="0|0" name="mixingBowl" looping="true"/>
</animationNode>
<!-- USAGE: Shared mesh with combined clip file -->
<animationNode class="AnimatedPartAnimation" >
<clip node="linkNode" characterFilename="dog/guardDogAnimations.i3d" skeletonNode="0|0" name="sittingSource" looping="true"/>
</animationNode>
<!-- USAGE: Similar to animated object but allows on / off sequence times -->
<animationNode class="AnimatedPartAnimation" sequenceOnTime="10" sequenceOffTime="6">
<animation duration="3">
<part node="node">
<keyFrame time="0.0" rotation="0 0 0"/>
<keyFrame time="1.0" rotation="0 180 0"/>
</part>
<part node="node">
<keyFrame time="0.0" translation="7.9 1.19 -3.36"/>
<keyFrame time="1.0" translation="7.9 3 -3.36"/>
</part>
</animation>
</animationNode>
<!-- USAGE: Just like animated object, sounds can be used for moving, start and end -->
<animationNode class="AnimatedPartAnimation">
<animation duration="0.2">
<part node="node">
<keyFrame time="0.0" rotation="0 0 0"/>
<keyFrame time="1.0" rotation="-80 0 0"/>
</part>
</animation>
<sounds>
<posEnd file="filename.ogg" linkNode="node" volume="0.8" radius="25" innerRadius="3" />
<negEnd file="filename.ogg" linkNode="node" volume="0.8" radius="25" innerRadius="3" />
</sounds>
</animationNode>
</animationNodes>
</placeable>
Copyright (c) 2022 GtX (Andy)