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Documentation/Engine/Random Road Events

5,054 bytes added, 07:48, 24 May 2018
Synchronization
[[File:Engine random event.jpg|thumb|Random event preview|400px]]
[[File:Engine random event composition.jpg|thumb|Composition of the road event|400px]]
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According to the length of the RE and the lengths of cutscenes, the space between start and end cutscenes is filled with layer cutscenes.
 
Composition of RE:
 
[[File:Engine random event composition.jpg|800px]]
= Road events creation pipeline =
For working road event we need:
# Exported one or more cutscenes from map editor- [[#Cutscene export]].# Defined cutscenes exported in step 1 - [[#Defining cutscenes for random eventsCutscene definition]].
# Defined journey cutscenes with last token of cutscene unit names defined in step 2 - [[#Defining journey cutscenes]].
# Finally defined road events inside with linked journey cutscenes from step 3 - [[#Defining random events]].
Basic element that is used on the RE is cutscene. Cutscene is exported map that can be dynamically inserted into the game.
=== Export Cutscene export === Cutscenes are exported from the editor as standard map SBD files. However for RE, each exported cutscene has to have '''camera_point_item''' with tag '''''cutscene'''''. This point serves as cutscene origin (position and rotation) when placing cutscene on the RE.
TODOExample RE cutscene with camera point item:
[[File:Engine random event cutscene origin.jpg|Cutscene for road event with camera point item|800px]] {{Note|From example it is seen, that camera point is put on navigation line, which is on purpose, as RE cutscenes are placed along navigation lines. This way one can nicely setup cutscene on the road without guessing how it will be placed later on.}} === Definition Cutscene definition ===
All of the cutscenes are defined in "'''/def/camera/cutscene.sii'''" and are used for different purposes.
</pre>
Where '''objects_path''' parameter attribute points to exported cutscene and cutscene token is last token in unit namedonates "cutscene token". Cutscene token (in example: "'''''acc_stop_lii'''''") is the name that is later used for gathering of cutscenes in journey event cutscenes (more infotrough '''cutscene_tokens''' attribute: [[Documentation/Engine/Units/journey_events_cutscene]]).
== Defining journey cutscenes ==
All cutscene attributes of RE: '''start_cutscene''', '''end_cutscene''', '''layer_cutscenes''', '''mirror_cutscenes''', '''signs_cutscenes_inner''' and '''signs_cutscenes_outer''' are using same unit type: [[Documentation/Engine/Units/journey_events_cutscene|'''journey_events_cutscene''']], which are listed/defined in "'''/def/world/journey_cutscene.sii'''".
These cutscenes are then linked to RE via their unit names. For example cutscene "'''''j_cut.acc_stop_li'''''" defined below is featured as start cutscene of RE "'''''j_re.acc_plane'''''" in example above.
Example '''journey_cutscene.sii''' file definition:
journey_events_cutscene : j_cut.acc_stop_li
{
cutscene_tokens[]: acc_stop_li1 // Last token from unit names defined in "/def/camera/cutscene.sii"
cutscene_tokens[]: acc_stop_li2
# Rotate the cutscene in map editor so that driving direction is from right to left:<br>[[File:Engine random event cutscene widths.jpg|none|Random event cutscene left and right width]]
# Once seeing cutscene as on picture, use the ruler tool in map editor to measure distance from cutscene origin point on each side.
# Use measured widths in journey event cutscene definition.
== Defining random events ==
journey_events_road_event : j_re.acc_plane
{
start_cutscene: j_cut.acc_stop_li // From example above cutscene "j_cut.acc_stop_li" is featured as start cutscene here.
layer_cutscenes[]: j_cut.acc_mid
end_cutscene: j_cut.acc_plane
}
</pre>
 
=== Total length ===
 
The total length of RE is defined as: <pre>total_length = (distance between start cutscene placement and end cutscene placement) + (start cutscene right width) + (end cutscene left width)</pre>
 
Depending on defined '''max/min_length''' there can be three situations by spawning of the RE:
* '''max_length''' not defined - Start and end cutscenes are placed in the way that '''total_length''' is the same as road length and the RE occupies.
* '''max_length''' < '''total_length''' - Start and end cutscenes placements are translated closer to each other so that computed '''total_length''' is equal to '''max_length'''.
* '''min_length''' is defined and '''min_length''' > '''total_length''' - RE will not be spawned.
 
{{Note|In case of very short road segment it is possible that no layer cutscene will fit into the middle, so one can use '''min_length''' to prevent this.}}
 
{{Note|In case that '''traffic_block''' is set to true then there must be '''35m of uninterrupted''' roads in front and the back of RE, otherwise event will not spawn.}}
 
=== Curvature ===
 
As roads are usually not straight it's essential that RE can be spawned on curved roads also. This is driven by '''layer_min_curve''' and '''layer_max_curve''' attributes which have to be defined for all layer cutscenes (number of elements in this arrays has to be the same). These numbers determine the minimal and maximal allowed curvature between each adjacent cutscene within one layer.
 
[[File:Engine random event curvature.jpg|600px]]
 
Example above shows layer consisting of two barrier cutscenes and direction vector of their placements (blue arrows). Curvature is then computed as angle between these vectors, from which we can get minimal and maximal curve angle.
 
=== Signage ===
 
As RE can change flow of the traffic and even block lanes, we have to have support for warning signage which is placed before and after event. Warning signs are defined with:
* '''signs_cutscenes_inner''' and '''signs_distances_inner''' - defines signs and it's distances on most inner road lane.
* '''signs_cutscenes_outer''' and '''signs_distances_outer''' - defines signs and it's distances on most outer road lane.
 
In both cases sign cutscenes donates array of cutscenes for warning signage and distances provide their placement (this also means that array size of cutscenes and distances has to be the same).
 
Positive distances place sign cutscene before road event and negative distances place sign cutscene after road event (example below shows inner signs placed before event). Thus for RE to be spawned there has to be enough uninterrupted road before and after event (at least as much as provided maximal distance).
 
[[File:Engine random event cutscene signs.jpg|800px]]
 
=== Synchronization ===
 
Choices which cutscene will be generated from the '''start_cutscene''', '''end_cutscene''' and '''layer_cutscene''' are independent. But sometimes it could be useful to have some degree of dependency between them. Because of that the game can synchronize their selection. We can have 2 cases when the synchronization will happen:
# RE has both '''start_cutscene''' and '''end_cutscene'''. If these cutscenes have the same number of '''cutscene tokens''' then the game will randomly choose index for both of them.
#* Moreover if the RE has '''layer_cutscene''' with the '''fixed''' sequence mode and the number of '''cutscene tokens''' is the same as the '''start_cutscene''' and '''end_cutscene''' tokens then, their chosen index will be used for the '''layer_cutscene''' as well.
# RE has either '''start_cutscene''' or '''end_cutscene'''. If the RE has '''layer_cutscene''' with the '''fixed''' sequence mode and the number of '''cutscene tokens''' is the same as the '''start_cutscene''' resp. '''end_cutscene''' tokens then the index selected for the '''start_cutscene''' resp. '''end_cutscene''' will be used for the '''layer_cutscene''' as well.
 
[[File:Engine random event sync1.png|1000px]]
 
[[File:Engine random event sync2.png|1000px]]
 
Example of two RE variants with synchronized '''start_cutscene''', '''end_cutscene''' and the first '''layer_cutscene'''.
 
= See also =
 
* [[Documentation/Engine/Units/journey_events_cutscene]]
* [[Documentation/Engine/Units/journey_events_road_event]]

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