Difference between revisions of "Documentation/Engine/Detours"
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* There must be enough time passed since the last detour. | * There must be enough time passed since the last detour. | ||
* Job GPS route must contain suitable road for closure. | * Job GPS route must contain suitable road for closure. | ||
+ | |||
+ | == Time since the last detour = | ||
+ | We don't detours happened to often, so we added time conditions for detours generation. | ||
When player take an offline job, the game analyze the found GPS route and if it finds any valid detours, then it chooses one. | When player take an offline job, the game analyze the found GPS route and if it finds any valid detours, then it chooses one. |
Revision as of 10:18, 21 December 2018
Detours (DE) are dynamically generated situations causing closure of a whole road.
DE are procedurally generated and do not need specific data definition for specific detours. Only things you need to provide are cutscenes for road closure, road blocks and for the detour cause event.
How does it work?
There are several conditions which must be met to generate detour.
- Player must take an offline job.
- There must be enough time passed since the last detour.
- Job GPS route must contain suitable road for closure.
= Time since the last detour
We don't detours happened to often, so we added time conditions for detours generation.
When player take an offline job, the game analyze the found GPS route and if it finds any valid detours, then it chooses one.
Cutscenes data unit
Because DE are part of the journey event framework, they use the same cutscene units as the random road events. You can see detailed descriptions of the cutscene unit here: Documentation/Engine/Random Road Events#Cutscenes_for_random_events