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Games/ETS2/Modding guides

4,205 bytes added, 13:29, 10 February 2016
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</li> <li> Remove dummy road look definitions, if any
</li> <li> Remove vegetation.old.sii
</li></ul>
== Changes ==
=== Map ===
When saving the map, the editor now creates separate file <strong>europe.set</strong> to store selection sets. That file is not used by game itself and does not have to be included in mod.
 
 
= Patch: 1.20 =
 
== Recommendations ==
<ul>
<li> Some new models utilizing the "fr" suffix or prefix are still work in progress and it is likely that they might change significantly in some next patch. For this reason it is recommended that you avoid using them in your mods at this time.
</li> <li> When basing you model on the original ones, add to your mod also <strong>ALL</strong> original /automat/ files used by it. The names of the files are generated as SHA1 hash of theirs content so whenever we change the parameters of the material in any way, a different file will be used to store them and the original file might cease to exist if there is no other model utilizing the original parameters.
</li> <li> When modifying original models, always include <strong>ALL</strong> compoments of the model (pmg+pmd) instead of just those you changed. Otherwise you risk crash if we change the model.
</li> <li> As always when adding new objects to files which support multi-file approach (e.g. road_look.sii) it is <strong>HIGHLY RECOMMENDED</strong> to use suffix or prefix in the name to avoid conflicts with new objects we are adding in patches. Otherwise you might have to use the batch renaming functionality (see Batch renaming) to fix the conflicts when new patch appears.
</li>
</ul>
 
== How to convert map ==
<ul>
<li> Ensure that the log contains no errors related to vegetation profiles. Load of the map in old format will bake most of that information into the map file so it is critical that the information is correct before continuing with the conversion.
</li> <li> Use the replacement dialog (F3, "Prefab node correction") to add new prefab nodes which we added to some ferry prefabs in Scandinavia.
</li> <li> Save map
</li> <li> Do rebuild (F8)
</li> <li> Save map
</li>
</ul>
 
== Changes ==
=== Traffic-related changes ===
==== AI vehicle type definition ====
To specify spawned trailer count per vehicle, use the array attribute<strong> spawn_trailer_count</strong>. It defines the array of possible trailer counts for gived vehicle type. Before each AI vehicle is spawned, the game randomly selects one of the value from the array. So far, only values <strong>0</strong> and <strong>1 </strong>are supported. For example:
<pre># Set the trailer spawn probability to 75&#37;:
#
spawn&#95;trailer&#95;count&#91;]: 0
spawn&#95;trailer&#95;count&#91;]: 1
spawn&#95;trailer&#95;count&#91;]: 1
spawn&#95;trailer&#95;count&#91;]: 1
</pre>
Currently, the default trailer spawn probability for trucks is <strong>90%</strong>.
 
==== AI vehicle definition ====
To allow better control over AI trailer spawning, the meaning of attribute <strong>attachable_trailer </strong>has been modified:
 
<strong>BEFORE </strong>- when choosing a trailer model to spawn, the game randomly selects one, which name matches ANY OF THE STRINGS contained in the array
 
<strong>NOW - </strong>when choosing a trailer model to spawn, the game randomly selects ONE OF THE STRINGS contained in the array and then selects a model which name matches the selected string. This allows specifying spawn probability for specific trailer models. Furthermore, this attribute <strong>supports wildcard '*'</strong> - it can be placed at the beginning of any string, at the end of any string or both (beginning and end) to allow partial trailer name matches.
 
To allow <strong>all</strong> trailer models, use <code>attachable_trailer[]: ""</code> or <code>attachable_trailer[]: "*"</code>
 
Spawned trailer count can be set also per-vehicle by using attribute <strong>trailer_count</strong>. It works the same way as <em>spawn_trailer_count </em>defined per-vehicle-type
 
==== AI trailer definition ====
It is now possible to specify, to which AI vehicles can each AI trailer be attached - using array attribute <strong>allowed_tractor</strong>. This attribute <strong>supports wildcard '*'</strong> - it can be placed at the beginning of any string, at the end of any string or both (beginning and end) to allow partial name matches. For example:
<pre># Allow this trailer be attached only to a single vehicle
 
allowed&#95;tractor&#91;]: &#34;traffic.scania&#95;r&#95;a&#34;</pre>
 
By default, all vehicles are allowed.