The first workArea has index/id 1.ĮffectNodeId is the index of the effect node in the part.
![fs19 sprayer fs19 sprayer](https://www.kingmods.net/uploads/fs19-mods/image1/1-john-deere-4940-self-propelled-sprayer_FS19.jpg)
WorkAreaId is the index of the workArea in the part. This is used for calculating the spray usage. All section working widths combined should be equal to the total working width (24m in this example). WorkingWidth is the working width of this section. The following lines need to be copied into the sprayer’s XML file.Īlthough the entries should be self-explaining I will explain them for you:Īll sections get linked to their workAreas and effect nodes here. Image: (testArea uses the height node of the workArea in this example.) It is also needed to create a testArea which is a little bigger by increasing the length in driving direction for 1m. The workAreas need to be set up around each spraying section, with a little overlap to the next section. You need some entries in the XML and one workArea per section in the i3D.
#FS19 SPRAYER FULL#
But as there is only one workArea for the full working width this is not possible.Ĭonverting sprayers to work with section control is not difficult. If Giants had made one workArea per section, this would not be necessary. The script alone does not give you any functionality, you need adapted sprayers too. Pre-emergence spraying is not possible at the moment.Īt first you will need the script. Herbicide works only on grown weed – the section will turn off if there is no weed visible. The script works with fertilizer and herbicide.
![fs19 sprayer fs19 sprayer](https://fs19.lt/wp-content/uploads/2021/03/Sprayer-Deck.jpg)
At the moment this is done completely automatic but in future there might be an option to control it manually. Section control allows you to turn off certain parts (sections) of your sprayer if you don’t need the full working width. It should not make any problems but don’t hit me if your ingame sprayer or savegame won’t work anymore.