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Documentation/Engine/Detours

3 bytes added, 11:08, 11 October 2023
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Properties:
* '''min_game_time_delay''' Minimal game time from the last detour. If the time from the last detour is lower then than 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 than this property, detour will be always generated. (if other conditions are also fulfilled)
* '''minimal_level''' Minimal level for detour generation.
These unit define which cutscene will be used for which part of detour visualization.
Example od of detour data unit located in '''/def/world/journey_detours.sii'''
<pre>
journey_events_detour : j_dt.1_cl_ri1
** '''''closed_road''''' Source of the detour. This cutscene will be generated on the place of detour origin. ('''4. car''' (vehicles) on the Detour preview 2 image)
** '''''border_prefab_node''''' These cutscenes will be generated between each closing prefab (prefab where the traffic is diverted) and closed road. ('''3. car''' on the Detour preview 2 image)
** '''''road_block_right''''' These cutscene cutscenes will be generated on closed road lanes before the closing prefab. Traffic go round to the left.** '''''road_block_left''''' These cutscene cutscenes will be generated on closed road lanes before the closing prefab. Traffic go round to the right. ('''1.''' (''lane_idx'' = 2) '''car''' and '''2.''' (''lane_idx'' = 1) '''car''' on the Detour preview 2 image)* '''lane_count''' Cutscene Cutscenes will be generated only on the roads with this number of lanes.
* '''lane_idx''' Valid only for ''road_block_'' type. Cutscene will be generated for this road block only if the distance to the closest free lane is the same as this number.
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