Difference between revisions of "Documentation/Engine/Units/journey events road event"

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|0
 
|0
 
|Minimal accident duration, accident will be active for this time at least, even if the road has been released (in game minutes).
 
|Minimal accident duration, accident will be active for this time at least, even if the road has been released (in game minutes).
 +
|-
 +
|area_tag
 +
|token
 +
|NULL
 +
|Limit the road event only to traffic area with certain tag (no tag for no limitation).
 +
|-
 +
|slow_down_passing
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|bool
 +
|false
 +
|Should AI vehicles passing the road event in adjacent lane slow down?
 +
|-
 +
|centerline_displacement
 +
|bool
 +
|false
 +
|Should AI vehicle drive near the centerline when passing the road event?
 +
|-
 +
|bridge_forbidden
 +
|bool
 +
|false
 +
|Prevent spawning of this road event on bridges?
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|-
 +
|tunnel_forbidden
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|bool
 +
|false
 +
|Prevent spawning of this road event in tunnels?
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|-
 +
|left_hand_traffic
 +
|bool
 +
|false
 +
|False for right-hand traffic, true for left-hand traffic.
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|-
 +
|allowed_lane_types
 +
|array<token>
 +
|
 +
|Array of allowed lane types. Lane type is allowed if it's unit name contains some of the tokens from this array. Empty array means all lane are allowed (but still can be excluded with '''excluded_lane_types''' array).
 +
|-
 +
|excluded_lane_types
 +
|array<token>
 +
|
 +
|Array of excluded lane types. Lane type is excluded if it's unit name contains some of the tokens from the array.
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|-
 +
|allowed_road_looks
 +
|array<token>
 +
|
 +
|Array of allowed road looks. Expressed by suffix token of road look units. Empty array means that all road looks are allowed.
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|-
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|remove_map_sign
 +
|array<token>
 +
|
 +
|If true then remove conflicting signs (speed limits) on the map overlapping with the road event.
 
|}
 
|}

Revision as of 15:23, 21 May 2018

The journey_events_road_event unit class is used to define Random Road Events.

Attributes

Name Type Default Value Description
name string Name of the road event (description).
set_idx unsigned Event's set.
start_cutscene link_ptr NULL Start cutscene of the road event.
end_cutscene link_ptr NULL End cutscene of the road event.
layer_cutscenes array<link_ptr> Array of layer cutscenes (cutscenes placed between start and end cutscenes).
mirror_cutscenes array<link_ptr> Array of layer cutscenes for mirror event. Check mirror_active attributes for more info.
layer_min_curve array<float> Minimal allowed curvature of the road for layer cutscenes (in degress). It has to be defined for each item of layer_cutscenes array.
layer_max_curve array<float> Maximal allowed curvature of the road for layer cutscenes (in degress). It has to be defined for each item of layer_cutscenes array.
min_length float -1.0 Minimal length of whole random event (in meters).
max_length float 10000.0 Maximal length of whole random event (in meters).
min_shoulder_space float -1.0 Minimal shoulder space of the road (in meters). Compared with road look shoulder_space_left/shoulder_space_right attributes.
max_shoulder_space float 100.0 Maximal shoulder space of the road (in meters). Compared with road look shoulder_space_left/shoulder_space_right attributes.
traffic_block bool false Is necessary to block the most outer lane?
weight float 1.0 Weight of the generation probability of this road event.
countries array<token> Array of tokens of allowed countries for this road event, empty array for no limitation. Uses full name like eg. 'france'.
excluded_countries array<token> Array of tokens of excluded countries for this road event.
min_time_constraint unsigned 0 Minimal allowed time for this road event generation (in game minutes in day).
max_time_constraint unsigned 24 * 60 Maximal allowed time for this road event generation (in game minutes in day).
min_duration unsigned 0 Minimal accident duration, accident will be active for this time at least, even if the road has been released (in game minutes).
area_tag token NULL Limit the road event only to traffic area with certain tag (no tag for no limitation).
slow_down_passing bool false Should AI vehicles passing the road event in adjacent lane slow down?
centerline_displacement bool false Should AI vehicle drive near the centerline when passing the road event?
bridge_forbidden bool false Prevent spawning of this road event on bridges?
tunnel_forbidden bool false Prevent spawning of this road event in tunnels?
left_hand_traffic bool false False for right-hand traffic, true for left-hand traffic.
allowed_lane_types array<token> Array of allowed lane types. Lane type is allowed if it's unit name contains some of the tokens from this array. Empty array means all lane are allowed (but still can be excluded with excluded_lane_types array).
excluded_lane_types array<token> Array of excluded lane types. Lane type is excluded if it's unit name contains some of the tokens from the array.
allowed_road_looks array<token> Array of allowed road looks. Expressed by suffix token of road look units. Empty array means that all road looks are allowed.
remove_map_sign array<token> If true then remove conflicting signs (speed limits) on the map overlapping with the road event.