Changes

Jump to navigation Jump to search
no edit summary
# If prefab should be extended with in game generated terrain, then control node has to have terrain points assigned on it's '''''right''''' side.
[[File:SCS_Tools_Locators_Prefab_CN.280.png]]
=== Node Index ===
<blockquote>{{Note|If you are not able to assign any sign to &quot;Sign Model&quot; property, make sure your Sign Library path is properly set.}}
</blockquote>
[[File:SCS_Tools_Locators_Prefab_SIGN.280.png]]
=== Sign Model ===
Property defining sign id which shall be used in the game.
 
Additionally button <span style="color:#FFFFFF">{{Blender Button|'''🗘'''}}</span> on the right side gives possibility to reload sign models library on the fly, without need to navigate to global settings panel.
== Spawn Point ==
# 2nd spawn point of type &quot;Unload (Easy)&quot; which defines, the point to which user has to park trailer.
[[File:SCS_Tools_Locators_Prefab_SP.280.png]]
=== Spawn Type ===
Traffic semaphore locators define stop and go actions for AI traffic. Primarily it's used for traffic lights but it can also be used for any other game defined profile, for example stopping AI car at gas station for fuel filling.
It's behaviour is defined by selected &quot;Profile&quot; and it's bind to user specified &quot;ID&quot;. Selected &quot;ID&quot; is then used in &quot;Navigation Points&quot; to define effected AI traffic lane of this semaphore (check [[Prefab-Locators#navigation-point|Navigation Point]] for details).
Additionally user can specify &quot;Type&quot; property for defining of exceptional behaviour (use it only if you know what you are doing).
[[File:SCS_Tools_Locators_Prefab_TS.280.png]]
=== ID ===
Property defining profile from Traffic Semaphore Library, which defines behaviour of traffic semaphore: intervals/distances and cycle delays.
 
Additionally button <span style="color:#FFFFFF">{{Blender Button|'''🗘'''}}</span> on the right side gives possibility to reload semaphore library on the fly, without need to navigate to global settings panel.
<blockquote>{{Note|If you are not able to assign any profile, make sure your Traffic Semaphore Library path is properly set.}}
If prefab shouldn't have any traffic inside, no navigation point locators should be created.
[[File:SCS_Tools_Locators_Prefab_NP.280.png]]
=== Low Probability ===
Property defining priority of vehicles driving into the next curve. Priority modifier has to be set only on navigation point which next curve is intersecting with opposite lane or next navigation point is merging more curves. Upon that modifier values game will decide order of cars proceeding in the point of intersection.
<blockquote>NOTE: {{Note|If property modifiers won't be properly set, game will print out errors about it, so you will be able to fix missing priorities.}}
</blockquote>
 
=== Traffic Semaphore ===
This property binds [[Prefab-Locators#traffic-semaphoreTraffic_Semaphore|Traffic Semaphore]] to AI traffic lanes by it's &quot;ID&quot; property. If &quot;ID&quot; property from Traffic Semaphore locator matches this property value, then AI will behave by the rules of that semaphore locator.
=== Traffic Rule ===
Property defining additional rule for AI cars like city areas, motorways or even stop lines. This property can be set to any rule from Traffic Rules Library.
Additionally button <span style="color:#FFFFFF">{{Blender Button|'''🗘'''}}</span> on the right side gives possibility to reload traffic rules library on the fly, without need to navigate to global settings panel. <blockquote>NOTE: {{Note|Speed limit rules should be avoided in this case, because speed limits are now regulated by signs itself.}}
</blockquote>
<blockquote>NOTE: {{Note|If you want to assign rule and list turns out empty, make sure your Traffic Rules Library path is properly set.}}
</blockquote>
 
=== Boundary ===
Property defining input/output AI traffic lanes for selected &quot;Boundary Node&quot;.
<blockquote>NOTE: {{Note|Each control node can have only one unique boundary value of input/output lanes, meaning you can not use same input/output lane on more navigation points for same control node.}}
</blockquote>
 
=== Boundary Node ===
# any other option - in this case map points have to lead from one control node to another, the same principle as by Navigation Point locators.
[[File:SCS_Tools_Locators_Prefab_MP.280.png]]
=== Road Over ===
Example of trigger points usage is marking rest areas on prefabs for Euro Truck Simulator 2 with a polygon.
[[File:SCS_Tools_Locators_Prefab_TP.280.png]]
=== Action ===
Property defining action which should trigger when player enters area. Available actions are predefined and loaded from Trigger Actions Library.
Additionally button <span style="color:#FFFFFF">{{Blender Button|'''🗘'''}}</span> on the left side gives possibility to reload trigger actions library on the fly, without need to navigate to global settings panel. <blockquote>NOTE: {{Note|If you are not able to assign any action, make sure your Trigger Actions Library path is properly set.}}
</blockquote>
 
=== Range ===

Navigation menu