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→Vehicle Data
=== Accessories ===
All core vehicle accessories have new attribute '''sounds'''. It is string array and each item has format of "''sound_name|sound_path''sound_event_name|". Sound path/could be defined by one of three ways:* Empty string or "-" means no sound is played. Also if the item is missing in the array at all no sample will be played for given sound.* Path to/soundref/or/event in bank("''bank_path#event_name''") which directly specifies eventsample. Advantage of this direct approach is simplicity and readability.* Path to sound reference file ("''*.soundref''") file where path to bank and sound event is written. This indirection supports easier modding if you only need link another sound without actually touching sound banks.
Most of the sounds events are former attributes of old sound accessory. For detailed info about events all sounds and their names in each accessory see their list lists below.
== Vehicle Models & Data == === Accessory models === Accessory models for exterior and interior got support for special parts, that will be switched on/off depending on their functionality. This parts are:* '''electrics''' - part will be switched on when truck electrics is on, otherwise off* Light '''park_light''' - part will be switched on when parking lights are on, otherwise off* '''left_blink''' - part will be switched on when left blinker is on, otherwise off* '''right_blink''' - part will be switched on when right blinker is on vehicles, otherwise off
=== Engine data ===
Arrays '''Torque_curvetorque_curve''' and '''secondary_torque_curve''' arrays now support any rpm range. Before there was unintentional hard cap of 3000 rpm which is now gone.
New attribute '''sounds''' in accessory engine data can handle 4 sound events: ''engine'', ''exhaust'', ''start_bad'', and ''turbo''.
=== Transmission data ===
New attribute '''sounds''' in accessory transmission data can handle 4 sound events: air_gear_noise, retarder, gear_grind, gear_wrong.
=== Cabin data ===
New attribute '''sounds''' in accessory cabin data can handle 4 sound events: horn, air_horn, aero_noise, rain_noise.
=== Chassis data ===
New attribute '''sounds''' in accessory chassis data can handle 7 sound events: air_brake, air_cutoff, reverse, lift_axle, hook_attach, hook_detach, trailer_cables.
=== Interior data ===
New attribute '''sounds''' in accessory interior data can handle 21 sound events: air_warning, blinker_off, blinker_on, noise, stick_blinker, stick_blinker_off, stick_engine_brake, stick_hazard_warning, stick_high_beam, stick_light_horn, stick_lights, stick_park_brake, stick_park_brake_off, stick_retarder, stick_wipers, weigh_green, weigh_red, window_click, window_move, wipers_down, wipers_up.
=== Trailer body data ===
Either of those attributes will force game economy to generate usage of heavy company truck for quick job.
=== Interior Trailer data === Trailer vehicle definition can have attribute '''oversize'''. It is used for matching the cargo in economy generated jobs.