Difference between revisions of "Documentation/Engine/Units/accessory cabin data"
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− | The '''accessory_cabin_data''' unit class configures the models for the cabin of the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's vehicle]]. Units of this type are found in '''/def/vehicle/truck/< | + | The '''accessory_cabin_data''' unit class configures the models for the cabin of the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's vehicle]]. Units of this type are found in '''/def/vehicle/truck/<brand.model>/cabin/'''. |
== Attributes == | == Attributes == | ||
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|string | |string | ||
| | | | ||
− | |Path to the | + | |Path to the detailed mesh model descriptor (.pmd). This is used only for vehicles used by player. Additionally they are used in vehicle previews & browser windows. |
|- | |- | ||
|model | |model | ||
|string | |string | ||
| | | | ||
− | |Path to the | + | |Path to the model descriptor (.pmd). If only a single LOD is used, it should be set up as '''model''', and the other attributes (detail_model, lods) should not be defined. |
|- | |- | ||
|lods | |lods | ||
− | |string | + | |array<string> |
| | | | ||
− | |Paths to the reduced level-of-detail | + | |Paths to the reduced level-of-detail model descriptors (.pmd), in order of increasing viewing distance (decreasing model complexity). |
|- | |- | ||
|collision | |collision | ||
|string | |string | ||
| | | | ||
− | |Path to the collision | + | |Path to the collision descriptor (.pmc). |
|- | |- | ||
|variant | |variant | ||
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|drl_with_headlights | |drl_with_headlights | ||
|float | |float | ||
− | | | + | |0.0 |
|Sets the relative strength of the daytime running lights when the headlights are on. For the DRL to be ''off'' when the headlights are on, a value of 0 is used. If the DRL should stay on and not dim when the headlights are on, a value of 1 is used. An intermediate value will dim the DRL when the headlights are on, and a value greater than 1 will intensify the DRL when the headlights are on. The typical value in ETS2 is 0.4. | |Sets the relative strength of the daytime running lights when the headlights are on. For the DRL to be ''off'' when the headlights are on, a value of 0 is used. If the DRL should stay on and not dim when the headlights are on, a value of 1 is used. An intermediate value will dim the DRL when the headlights are on, and a value greater than 1 will intensify the DRL when the headlights are on. The typical value in ETS2 is 0.4. | ||
+ | <!-- | ||
|- | |- | ||
|toll_tag | |toll_tag | ||
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| | | | ||
|Currently unused. | |Currently unused. | ||
+ | --> | ||
|- | |- | ||
|suspension | |suspension | ||
|bool | |bool | ||
+ | |true | ||
+ | |When true, physical simulation of cabin air suspension is enabled. | ||
+ | |- | ||
+ | |suspension_type | ||
+ | |token | ||
+ | |4air | ||
+ | |Defines type of cabin suspension if suspension is enabled. possible values are ''4air'' (EU type) and ''hinge2air''(US type). ''Added in 1.47'' | ||
+ | |- | ||
+ | |sounds | ||
+ | |array<string> | ||
| | | | ||
− | | | + | |Each item assigns an FMOD event to a function, using the "''<nowiki>sound_name|sound_path</nowiki>''" [[Games/ETS2/Modding_guides/1.39#Accessories|format]]. ''Added in 1.39'' |
+ | |||
+ | Expected sound event names are: horn, aero_noise, and rain_noise. | ||
|} | |} | ||
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Latest revision as of 05:57, 26 May 2023
The accessory_cabin_data unit class configures the models for the cabin of the player's vehicle. Units of this type are found in /def/vehicle/truck/<brand.model>/cabin/.
Attributes
Many common attributes are inherited from accessory_data.
Name | Type | Default Value | Description |
---|---|---|---|
detail_model | string | Path to the detailed mesh model descriptor (.pmd). This is used only for vehicles used by player. Additionally they are used in vehicle previews & browser windows. | |
model | string | Path to the model descriptor (.pmd). If only a single LOD is used, it should be set up as model, and the other attributes (detail_model, lods) should not be defined. | |
lods | array<string> | Paths to the reduced level-of-detail model descriptors (.pmd), in order of increasing viewing distance (decreasing model complexity). | |
collision | string | Path to the collision descriptor (.pmc). | |
variant | token | Selects the variant to be used for all models/collisions defined. This is required if the cabin and chassis share a model as is currently the standard practice in ETS2 and ATS. Default value is default.
Note: All models defined for this accessory_cabin_data must have this variant name. | |
variant_uk | token | Selects the variant to be used for all models/collisions for right-hand-drive (RHD) vehicles. If unset, defaults to the same value as variant.
Note: All models defined for this accessory_cabin_data must have this variant name. | |
look | token | Selects the look to be used for all models defined. Default value is default.
Note: All models defined for this accessory_cabin_data must have this look name. | |
wiper_model | string | Path to the animated wiper model (.pmg) | |
wiper_anim | resource_tie | Path to the wiper animation (.pma) | |
wiper_model_uk | string | Path to the animated wiper model (.pmg) for RHD vehicles. If unset, defaults to the value of wiper_model. | |
wiper_anim_uk | resource_tie | Path to the wiper animation (.pma) for RHD vehicles. If unset, defaults to the value of wiper_anim. | |
drl_with_headlights | float | 0.0 | Sets the relative strength of the daytime running lights when the headlights are on. For the DRL to be off when the headlights are on, a value of 0 is used. If the DRL should stay on and not dim when the headlights are on, a value of 1 is used. An intermediate value will dim the DRL when the headlights are on, and a value greater than 1 will intensify the DRL when the headlights are on. The typical value in ETS2 is 0.4. |
suspension | bool | true | When true, physical simulation of cabin air suspension is enabled. |
suspension_type | token | 4air | Defines type of cabin suspension if suspension is enabled. possible values are 4air (EU type) and hinge2air(US type). Added in 1.47 |
sounds | array<string> | Each item assigns an FMOD event to a function, using the "sound_name|sound_path" format. Added in 1.39
Expected sound event names are: horn, aero_noise, and rain_noise. |