Fs22 — Expendables Modding

function CustomExpendable:getSaveAttributesAndNodes(nodeIdent) local attributes = "" local level = self:getFillUnitFillLevel(1) attributes = attributes .. ' customExpendableLevel="' .. tostring(level) .. '"' return attributes end Upon loading ( onLoad ), the script must parse this attribute: Leehee Express - Lehf-202a Gms -43p-294mb- Insight Into The

The getSaveAttributesAndNodes function must be overridden or extended to store the current fill level. --- Adobe After Effects Cs6 11.0.0.378 Ls7 Multilan... | It.

Since "fs22" refers to Farming Simulator 22 , and "expendables" in the context of modding usually refers to (items that deplete upon use, such as bale wrappers, sprayer refills, or custom scripts for ammunition/fuel), I have drafted a technical paper regarding the implementation and scripting of expendable resources within the LS22 engine.

If you instead meant modding based on The Expendables movie franchise (e.g., adding action-movie elements or characters), please let me know, and I can revise the document.

function CustomExpendable:onUpdate(dt, isActiveForInput, isActiveForInputIgnoreSelection, isSelected) if self.isServer then -- Only the server should calculate consumption to prevent desync local usageRate = self.spec_customExpendable.usagePerSecond * dt / 1000 if self:getIsWorking() then -- Custom check if the tool is active local currentLevel = self:getFillUnitFillLevel(1) -- Unit index 1 local newLevel = math.max(0, currentLevel - usageRate) self:setFillUnitFillLevel(1, newLevel) if newLevel <= 0 then -- Trigger "out of ammo/fuel" logic self:stopWork() end end end end Multiplayer synchronization is the most common failure point in expendable mods. The modder must ensure that when a player refills the expendable, the server validates the interaction.