Difference between revisions of "Documentation/Engine/Detours"
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= Detour data unit = | = Detour data unit = | ||
+ | These unit define which cutscene will be used for which part of detour visualization. | ||
+ | Example od detour data unit located in '''/def/world/journey_detours.sii''' | ||
<pre> | <pre> | ||
journey_events_detour : j_dt.1_cl_ri1 | journey_events_detour : j_dt.1_cl_ri1 |
Revision as of 13:03, 21 December 2018
Contents
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.
When player take an offline job, the game analyze the found GPS route and if it finds any valid detours, game chooses it. When there are multiple valid detours, the game chooses randomly one of them.
You may noticed that there is no mention of cutscenes. It is because the analyzation algorithm do not consider provided cutscenes for closure visualization (because of performance). Cutscene are generated when player approach the closure and only at this time the game search for correct cutscene.
Data units
Similar to the road events, detours work with one master unit describing general behaviour of the feature and then with units describing closure and event visualization for different lanes and roads.
Master data unit
There may only one unit of this type. It is located in /def/world/journey_detour_master.sii
SiiNunit { journey_events_detour_data : .master { min_game_time_delay: 2400 // 4 (hours) * 60 (hour2min) * 20 (map scale) / 2 (some time spend in city) max_game_time_delay: 4800 // 8 (hours) * 60 (hour2min) * 20 (map scale) / 2 (some time spend in city) minimal_level: 2 } }
Properties:
- min_game_time_delay Minimal game time from the last detour. If the time from the last detour is lower then this property, detour will not be generated.
- max_game_time_delay Maximal game time from the last detour. If the time from the last detour is larger then this property, detour will be always generated. (if other conditions are also fulfilled)
- minimal_level Minimal level for detour generation.
Remaining case is when the time from the last detour is between min_game_time_delay and max_game_time_delay. In that case the detour will be generated with the probability corresponding to the uniform distribution of one detour between these times.
Detour data unit
These unit define which cutscene will be used for which part of detour visualization. Example od detour data unit located in /def/world/journey_detours.sii
journey_events_detour : j_dt.1_cl_ri1 { cutscene: j_cut.1_cl_ri1 lane_idx: 1 lane_count: 1 type: road_block_right }
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