Difference between revisions of "Documentation/Engine/Units/accessory truck data"

From SCS Modding Wiki
Jump to navigation Jump to search
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
The '''accessory_truck_data''' unit defines basic information, cameras, fallback rules, and required accessories for the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's truck]]. Units of this type are defined in '''/def/vehicle/truck/<brand.model>/data.sii'''.
+
The '''accessory_truck_data''' unit class defines basic information, cameras, fallback rules, and required accessories for the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's truck]]. Units of this type are defined in '''/def/vehicle/truck/<brand.model>/data.sii'''.
  
 
== Attributes ==
 
== Attributes ==
Line 9: Line 9:
 
!Description
 
!Description
 
|-
 
|-
|info
+
|'''info'''
 
|array&lt;string&gt;
 
|array&lt;string&gt;
 
|
 
|
Line 23: Line 23:
 
|Accessory types which should be required, regardless of the vehicle configuration, should be defined in '''accessory_truck_data'''. For more information, see [[Documentation/Engine/Units/accessory_data|accessory_data]].
 
|Accessory types which should be required, regardless of the vehicle configuration, should be defined in '''accessory_truck_data'''. For more information, see [[Documentation/Engine/Units/accessory_data|accessory_data]].
 
|-
 
|-
|behind_camera
+
|'''behind_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use for the orbit (2) view. Typically <code>camera.behind.basic</code>.
 
|The unit name of the camera to use for the orbit (2) view. Typically <code>camera.behind.basic</code>.
 
|-
 
|-
|interior_camera
+
|'''interior_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use for the interior (1) view. Typically <code>camera.interior.<brand>.<model></code>.
 
|The unit name of the camera to use for the interior (1) view. Typically <code>camera.interior.<brand>.<model></code>.
 
|-
 
|-
|interior_camera_oculus
+
|'''interior_camera_oculus'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use for the interior (1) view when using a head-mounted display. Typically <code>camera.interior.<brand>.<model>.oculus</code>.
 
|The unit name of the camera to use for the interior (1) view when using a head-mounted display. Typically <code>camera.interior.<brand>.<model>.oculus</code>.
 
|-
 
|-
|window_camera
+
|'''window_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use in the lean-out (5) view. Typically <code>camera.window.basic</code>.
 
|The unit name of the camera to use in the lean-out (5) view. Typically <code>camera.window.basic</code>.
 
|-
 
|-
|bumper_camera
+
|'''bumper_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use in the bumper (6) view. Typically <code>camera.bumper.basic</code>.
 
|The unit name of the camera to use in the bumper (6) view. Typically <code>camera.bumper.basic</code>.
 
|-
 
|-
|cabin_camera
+
|'''cabin_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use for the cabin-top (4) view. Typically <code>camera.cabin.basic</code>, placed at the ''cam_cabin*'' locator of the active cabin accessory variant.
 
|The unit name of the camera to use for the cabin-top (4) view. Typically <code>camera.cabin.basic</code>, placed at the ''cam_cabin*'' locator of the active cabin accessory variant.
 
|-
 
|-
|wheel_camera
+
|'''wheel_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use in the wheel (7) view. Typically <code>camera.wheel.basic</code>.
 
|The unit name of the camera to use in the wheel (7) view. Typically <code>camera.wheel.basic</code>.
 
|-
 
|-
|top_camera
+
|'''top_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
Line 68: Line 68:
 
|Typically unused.
 
|Typically unused.
 
|-
 
|-
|tv_camera
+
|'''tv_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
Line 88: Line 88:
 
|The unit name of the camera to use in wander mode. Typically <code>camera.wander</code>. The player typically won't encounter this mode as it is primarily used for testing.
 
|The unit name of the camera to use in wander mode. Typically <code>camera.wander</code>. The player typically won't encounter this mode as it is primarily used for testing.
 
|-
 
|-
|debug_camera
+
|'''debug_camera'''
 
|link_ptr
 
|link_ptr
 
|
 
|
 
|The unit name of the camera to use for the developer/fly camera (0). Typically <code>camera.debug</code>.
 
|The unit name of the camera to use for the developer/fly camera (0). Typically <code>camera.debug</code>.
 
|-
 
|-
|fallback
+
|'''fallback'''
 
|array&lt;string&gt;
 
|array&lt;string&gt;
 
|
 
|
|Each member contains a specially-formatted string which defines an accessory type (token) and the relative path to an SII file with a safe fallback accessory defined. So a fallback rule for <code>chassis</code> may look like <code>fallback[]: "chassis<nowiki>|</nowiki>4x2.sii"</code> which would call on ''/def/vehicle/truck/<brand.model>/chassis/4x2.sii'' if there is ever a problem with the vehicle's currently assigned chassis accessory that makes it invalid or unloadable.  
+
|Each member contains a specially-formatted string which defines an accessory type (token) and the relative path to an SII file with a safe fallback accessory defined. So a fallback rule for <code>chassis</code> may look like <code>fallback[]: "chassis<nowiki>|</nowiki>4x2.sii"</code> which would call on ''/def/vehicle/truck/<make.model>/chassis/4x2.sii'' if there is ever a problem with the vehicle's currently assigned chassis accessory that makes it invalid or unloadable.  
  
Accessories are handled differently. For example, a rule for <code>steering_w</code> looks like <code>fallback[]: "accessory<nowiki>|</nowiki>steering_w/shape1.sii"</code>.
+
Accessories in the accessory folder are handled somewhat specially. For example, a rule for <code>steering_w</code> looks like <code>fallback[]: "accessory<nowiki>|</nowiki>steering_w/shape1.sii"</code>.
  
{{Note|There is 8 mandatory fallback rules: chassis, cabin, interior, engine, transmission, f_wheel (or f_tire), r_wheel (or r_tire), paint_job and head_light. It is generally advisable to include a rule for steering_w if the truck has interchangeable steering wheels.}}
+
{{Note|There are 15 ''required'' fallback rules: chassis, cabin, engine, transmission, f_tire, f_disc, f_hub, f_nuts, r_tire, r_disc, r_hub, r_nuts, head_light, paint_job, interior. It is generally advisable to include a rule for steering_w if the truck has interchangeable steering wheels.}}
 
|}
 
|}

Latest revision as of 14:15, 20 June 2017

The accessory_truck_data unit class defines basic information, cameras, fallback rules, and required accessories for the player's truck. Units of this type are defined in /def/vehicle/truck/<brand.model>/data.sii.

Attributes

Many common attributes are inherited from accessory_data. Required attributes are bolded.

Name Type Default Value Description
info array<string> Two info members are typically defined for accessory_truck_data:
info[]: "@@brand_peterbilt@@"       // The truck brand
info[]: "@@series_peterbilt_579@@"  // The truck model
require array<token> Accessory types which should be required, regardless of the vehicle configuration, should be defined in accessory_truck_data. For more information, see accessory_data.
behind_camera link_ptr The unit name of the camera to use for the orbit (2) view. Typically camera.behind.basic.
interior_camera link_ptr The unit name of the camera to use for the interior (1) view. Typically camera.interior.<brand>.<model>.
interior_camera_oculus link_ptr The unit name of the camera to use for the interior (1) view when using a head-mounted display. Typically camera.interior.<brand>.<model>.oculus.
window_camera link_ptr The unit name of the camera to use in the lean-out (5) view. Typically camera.window.basic.
bumper_camera link_ptr The unit name of the camera to use in the bumper (6) view. Typically camera.bumper.basic.
cabin_camera link_ptr The unit name of the camera to use for the cabin-top (4) view. Typically camera.cabin.basic, placed at the cam_cabin* locator of the active cabin accessory variant.
wheel_camera link_ptr The unit name of the camera to use in the wheel (7) view. Typically camera.wheel.basic.
top_camera link_ptr The unit name of the camera to use for the overhead (3) view. Typically camera.top.basic.
top_fixed_camera link_ptr Typically unused.
tv_camera link_ptr The unit name of the camera to use in TV (8) view. Typically camera.tv.basic.
predefined_tv_camera link_ptr Typically unused.
side_camera link_ptr Typically unused.
wander_camera link_ptr The unit name of the camera to use in wander mode. Typically camera.wander. The player typically won't encounter this mode as it is primarily used for testing.
debug_camera link_ptr The unit name of the camera to use for the developer/fly camera (0). Typically camera.debug.
fallback array<string> Each member contains a specially-formatted string which defines an accessory type (token) and the relative path to an SII file with a safe fallback accessory defined. So a fallback rule for chassis may look like fallback[]: "chassis|4x2.sii" which would call on /def/vehicle/truck/<make.model>/chassis/4x2.sii if there is ever a problem with the vehicle's currently assigned chassis accessory that makes it invalid or unloadable.

Accessories in the accessory folder are handled somewhat specially. For example, a rule for steering_w looks like fallback[]: "accessory|steering_w/shape1.sii".

Note: There are 15 required fallback rules: chassis, cabin, engine, transmission, f_tire, f_disc, f_hub, f_nuts, r_tire, r_disc, r_hub, r_nuts, head_light, paint_job, interior. It is generally advisable to include a rule for steering_w if the truck has interchangeable steering wheels.