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edits
Changes
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Lot of Aside from regular damage, that can be fixed as before, there are newly introduced damage that can't be easily fixed (in game UI named as "wear", generally). You can remove it only by vehicle part replacement. In data, new values espwere introduced, mainly the "unfixable" ones. Currently there is both a "unfixeddamage" ones and "unfixable_damage" stat for each damageable part (dealt by collision), similarly "wear" and "unfixable_wear" (dealt by distance).Equivalent set is there for trailers.Also there is attribute <code>odometer_wear_unfixable</code>, a multiplier that translates distance driven from last total restoration into percent displayed. List of unfixable damage attributes, defining damage ratio from collision:* <code>cabin_unfixable_damage_ratio</code>* <code>chassis_unfixable_damage_ratio</code>* <code>engine_unfixable_damage_ratio</code>* <code>transmission_unfixable_damage_ratio</code>* <code>wheel_unfixable_damage_ratio</code> Continual unfixable wear:* <code>cabin_wear_unfixable</code>* <code>chassis_wear_unfixable</code>* <code>engine_wear_unfixable</code>* <code>transmission_wear_unfixable</code>* <code>wheel_wear_unfixable</code> Trailer collision ratios of unfixable damage:* <code>trailer_body_unfixable_damage_ratio</code>* <code>trailer_chassis_unfixable_damage_ratio</code>* <code>trailer_wheel_unfixable_damage_ratio</code> Trailer continual unfixable wear:* <code>trailer_body_wear_unfixable</code>* <code>trailer_chassis_wear_unfixable</code>* <code>trailer_wheel_wear_unfixable</code>
New Dashboard UI scripts got new support for the '''ui_text_bar''' component which replaces old combination of 2 '''ui::text''' elements which were used to simulate bars. Primary reason for this change is to support multiple bars for the same ID. So now one only define one '''ui_text_bar''' element which has all the bar data as attributes: "* '''vertical''' | ''boolean'' - boolean value deciding if text element size should be modified vertically (from bottom to top) or horizontally (from left to right)* '''min_size''' | ''integer'' - size of the bar when minimum value is hit* '''max_size''' | ''integer'' - size of the bar when maximum value is hit* '''min_value''' | ''float'' - value at which this bar presents minimum size* '''max_value''' | ''float'' - value at which this bar presents maximum size Example element: ui_text_bar: _nameless.def_bar { vertical: false min_size: 0 max_size: 239 min_value: 0 max_value: 1 text: " <img src=/material/ui/white.mat xscale=stretch height=9px color=FFD2D2C4><ret><align vstyle=bottom><img src=/material/ui/white.mat xscale=stretch height=3px color=FFB6B5AB></align>" coords_l: 0 coords_r: 239 coords_t: 23 coords_b: 14 area_l: 1 area_r: 0 area_t: 0 area_b: 1 id: 1140 layer: 2 tab: -1 pointer: -1 my_parent: _nameless._.sharedisplay }
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= Changes & New Features =
== Damage sytem system ==
New damage system ...
== Game Data ==
=== Damage Data ===
== Vehicle Data ==
=== Dashboard Display IDs ===
=== Used trucks ===
New folders ...