Difference between revisions of "Documentation/Engine/Units/accessory cargo data"
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(→Attributes: Changed arrays to C++ template format as requested) |
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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 | ||
|array<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 | ||
|token | |token | ||
− | | | + | | |
|Selects the variant to be used for all models/collisions defined. | |Selects the variant to be used for all models/collisions defined. | ||
{{Note|All models defined for this '''accessory_cargo_data''' must have this variant name.}} | {{Note|All models defined for this '''accessory_cargo_data''' must have this variant name.}} | ||
Line 37: | Line 37: | ||
|look | |look | ||
|token | |token | ||
− | | | + | | |
|Selects the look to be used for all models defined. | |Selects the look to be used for all models defined. | ||
{{Note|All models defined for this '''accessory_cargo_data''' must have this look name.}} | {{Note|All models defined for this '''accessory_cargo_data''' must have this look name.}} | ||
Line 43: | Line 43: | ||
|animations | |animations | ||
|array<owner_ptr> | |array<owner_ptr> | ||
− | | | + | | |
|Points to units of the type ''anim_idle'' or ''anim_random'' in order to assign dynamic animations to skinned cargo models. | |Points to units of the type ''anim_idle'' or ''anim_random'' in order to assign dynamic animations to skinned cargo models. | ||
|} | |} |
Revision as of 13:34, 20 June 2017
The accessory_cargo_data unit class configures visible cargo models for trailers and can be used to bind animations if the model is skinned. Units of this type are found in /def/vehicle/trailer/<trailer_name>/.
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.
Note: All models defined for this accessory_cargo_data must have this variant name. | |
look | token | Selects the look to be used for all models defined.
Note: All models defined for this accessory_cargo_data must have this look name. | |
animations | array<owner_ptr> | Points to units of the type anim_idle or anim_random in order to assign dynamic animations to skinned cargo models. |