The accessory_addon_data unit class is used for vehicle accessories that adds a visible component to a vehicle. This is most commonly used for customization of the player's vehicle. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are found in /def/vehicle/truck/<brand.model>/accessory/<type>/*.sii.
Note: Some legacy accessories which don't directly interact with the player (eg. badges) may also be found in def/vehicle/truck/<brand.model>/<type>/*.sii because of legacy. So when creating new types always create them inside accsessory subfolder.
Attributes
Many common attributes are inherited from accessory_data.
Name | Type | Default Value | Description |
---|---|---|---|
exterior_model | string | Path to the descriptor (.pmd) for the model to be displayed in the exterior view (if applicable). | |
exterior_model_uk | string | Path to the descriptor (.pmd) for the model to be displayed in the exterior view for left-hand drive vehicles (if applicable). If unset, defaults to exterior_model. | |
interior_model | string | Path to the descriptor (.pmd) for the model to be displayed in the interior view (if applicable). | |
interior_model_uk | string | Path to the descriptor (.pmd) for the model to be displayed in the interior view for left-hand drive vehicles (if applicable). If unset, defaults to interior_model. | |
coll | string | Path to the collision descriptor (.pmc) for the accessory (if applicable). | |
look | token | default | Name of the look to be used on all descriptors of this accessory.
Note: All models for an accessory must have the same set of looks. |
variant | token | default | Name of the variant to be used on all descriptors of this accessory.
Note: All models for an accessory must have the same set of variants. |
hide_in | u32 | 0 | Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated here.
Note: Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) MUST be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that. |