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Documentation/Engine/Units/accessory data

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Revision as of 21:11, 1 May 2022 by Max (talk | contribs) (Attributes)

The accessory_data unit class is the superclass for all accessory_*_data classes and defines basic UI attributes and compatibility/interactions between accessories. It is generally not used directly because it doesn't affect the vehicle visually or physically. Instead, more specialized subclasses have been derived from it to define specific accessory types. Basically, think of accessory_data as a template from which all accessory_*_data classes have been derived.

Attributes

Name Type Default Value Description
name string Full name of the accessory for UI display.
short_name string Condensed name of the accessory for UI display in contexts with limited space or where full names are otherwise ill-suited.
icon string Path relative to /material/ui/accessory/ to the icon for the accessory, omitting the file extension. For example, icon: "truck_name/fancy_doodad" would point to /material/ui/accessory/truck_name/fancy_doodad.mat.
info array<string> Additional information about the accessory. Few accessory types still use this for UI display (e.g. engine).
price s64 0 The price of the accessory in the store in the base currency (ETS2 → EUR, ATS → USD). If zero, the accessory will not be visible to the player.
unlock uint 0 The minimum level the player must achieve before the accessory becomes available in the store.
part_type token unknown It defines icon and tooltip shown on accessory. Available values are factory, aftermarket, licensed or unknown. (New in 1.44)
suitable_for array<string> Each array member specifies a unit name — or a pattern using wildcards (*) — which must be present on the vehicle for this accessory to become visible in the store and applicable to the vehicle.
conflict_with array<string> Each array member specifies a unit name — or a pattern using wildcards (*) — with which this accessory is incompatible. The conflicting accessories will be removed from the vehicle if this accessory is applied.
defaults array<string> Each array member specifies a path to an accessory definition file which is applied to the vehicle if no other suitable accessory of the same type exists on the vehicle.
overrides array<string> Each array member specifies a path to an accessory definition file which is applied to the vehicle, overriding other accessories of the same type if one already exists on the vehicle. This eliminates the need for suitable_for/defaults relationships in most cases (e.g. engine badges and sounds). (New in ETS 1.27/ATS 1.6)
require array<token> Each array member specifies an accessory type that must exist on the vehicle while this accessory is installed. For example, if a truck has separate accessories for mudflaps and mudflap hangers, each hanger accessory might declare require[]: mudflaps to disallow a state where the truck has mudflap hangers but no mudflaps. The token is the final segment of each unit name, so matching accessories would have unit names like foo.bar.mudflaps.

Note: Every required accessory type should always have a corresponding accessory of that type in defaults!