1,740
edits
Changes
→Flares data
= Introduction =
= How to convert map =
* Ensure that <strong>ALL</strong> map files are updated Set parameter '''instanced''' to true for all signs which have '''dynamic''' set to version compatible with 1true. Models which need this will be reported using "Non instanced dynamic road model is not supported! (sign)" error message.31 update by resaving them * If your mod defs are directly referencing spruce vegetation models (found in 1.31 version. Otherwise '''/model/vegetation/poly_vegetation/'''), you might be unable need to update the definitions to load reference the map in 1.32 editornew versions.
* Load map
* Do rebuild (F8)
* Save map
* Run shoulder check from "Map\Validate road shoulders" This will generate list of all items which could cause issues with random events (mostly Select correct looks for models clipping through). You have following options:** Adjust where the items so they do not cause issues by moving them or removing them** Mark the related road as having blocked shoulder ("Shoulder blocked" checkboxes in Road item properties) to prevent generation selection of events.** If you do not care about the issues, you can ignore the item.* Save maplooks changed
= Changes =
== Map format changes ==
== Economy data ==
* Removed '''trailer_damage_cost_factor'''.
* Removed '''brands''', game will now collect truck and trailer brands on startup from <code>/def/vehicle/truck_dealer</code> and <code>/def/vehicle/trailer_dealer</code> directories. Each directory inside that can be interpreted as token is a new brand.
== Game data ==
* Added '''blinker_auto_off_trigger''' attribute defining angle below which blinker auto disable is performed previously.
== Country data ==
</pre>
== Cargo generator Flares data == Flare unit (usually found as hookup defined models inside '''/unit/hookup''' directory) got new functionality of manual curve definition for flare scaling, with two new float attributes: * '''scaling_start_distance''' - defines distance at which flare scaling starts.* '''scaling_end_distance''' - defines distance at which flare scaling ends, flare scale reaches '''scale_factor'''. Note that both of those attributes hold distance in meters and that they won't be used unless '''scale_factor''' is bigger then 1.0.
=== Trailer def = Accessory head lights data ====Structure '''trailer_def''' was greatly improved and redesigned as its core of the economy. Old system with list of trailers for given cargo is used for rest of old trailers only (using cargo folder placement with filled '''trailer''' link and fake underscored trailer '''body_type'''s).
* '''flatbedlow_beam_sign_(color/range)'''* '''curtainsiderhi_beam_sign_(color/range)'''* '''dryvanfront_beam_sign_(color/range)'''* '''insulatedroof_beam_sign_(color/range)'''* '''refrigeratedfront_roof_beam_sign_(color/range)'''
== Vehicles = Trailer data ===
==== Accessory trailer data ====
The new unit ('''/def/vehicle/trailer_owned/<brand.model>/data.sii''') describing brand and series of the trailer. Very similar to well known '''accessory_truck_data'''.
The attributes of the unit are:
==== Accessory trailer body data ====
New accessory type defining trailer bodyin folder '''/def/vehicle/trailer_owned/<brand.model>/body/'''.
Required attributes are:
* [token] '''look''' - The look of the model to use.
==== Ownable trailer configurations ==== Each ownable trailer needs it's own configurations which player can select from in the trailer configurator (eg. single 3-axles, single 2 axles, double, b-double). All configurations combinations are defined in '''/def/vehicle/trailer_owned/<brand.model>/configurations'''. Each trailer configuration of type '''trailer_configuration''' has following attributes:* [string] '''name''' - Displayable name for this configuration in trailer configurator.* [string] '''icon''' - Displayed icon for this configuration in trailer configurator.* [token] '''chain_type''' - Type of the chain this configuration is using (one of chain types defined in '''/def/vehicle/trailer_chain_types/'''.* [string array] '''chassis''' - All chassis definitions for this configuration, first chassis for first trailer in chain, second chassis for second trailer in chain etc.* [trailer_body_set array] '''body_sets''' - Owner pointer array of compatible '''trailer_body_set'''s with this configuration. Except manually linked body sets in configuration file they are also gathered from sub-folder named same as base configuration file name (name of the file to first dot, so configuration "''single3.sii''" or "''single3.mymod.sii''" should have body sets in folder "''/def/vehicle/trailer_owned/<brand.model>/configurations/single3''"). ===== Trailer dealer data body set =====
Trailer dealer offer body set defines set of bodies that can be used on individual trailer configuration. Each body set is defined then selectable by exactly same way as truck dealer offerplayer in trailer configurator.In folder Each trailer body set contains:* [string] ''/def/vehicle/trailer_dealer/'name' are folders '' - Displayable name for every this configuration in trailer brand configurator.* [string] '''icon''' - Displayed icon for this configuration in trailer configurator.* [trailer_def pointer] '''trailer_definition''' - Pointer to trailer definition to be used for this trailer body set, trough which game knows what kind of cargo can be used with this trailer configuration and body set.* [string array] '''body''' - All body definitions for this body set, first body for first trailer in chain, second body for second trailer in them are complete definitions (sii unit)chain etc.