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Games/ETS2/Modding guides/1.35

37 bytes added, 08:18, 22 May 2019
Traffic data
Moverover <code>mover_model_u</code> property <code>model_anim_alt</code> is also now obsolete and it '''will be removed''' in the next update. It means that '''pedestrian hookups''' using this property won't work correctly. Recommended approach is to replace them by new mover hookups with [[Documentation/Engine/Mover_model_group|mover model group]] models.
== Traffic changes Dynamic LODs == Instead of single static LOD (attributes '''lod_desc''' and '''lod_dist''') there is now array of LODs (arrays '''dynamic_lod_desc[]''' and '''dynamic_lod_dist[]''').Logic is the same: ''descriptor'' defines path to LOD model, ''dist'' defines distance from where it should be used. For now old LODs definition are loaded and converted, but this support might be removed in future updates, eventually. Affected units are '''prefab_model''', '''model_def''' and '''curve_model'''.Also '''sign_model''' newly has LOD array. == Timezone sub-areas == Data for time zone sub-areas has been introduced silently in 1.34 update (look for Malheur county, Oregon in ATS or Kaliningrad area, Russia in ETS). One set of data is in '''city_data''' units and data is used for static city-based zone usage (eg. delivery times in game economy):* '''time_zone''' (integer, default is undefined value, represented by week of time, 10080) - time zone of given city in minutes* '''time_zone_name''' (string, default empty) - name of eventual time zoneIf city time zone is undefined (or 10080) then there is used time zone of country the city belongs to.
=== Trailer chains ===Second set of additional data consists of three synchronized arrays (same length expected) stored in '''country_data''' units and is used for spatial detection of time zone on map:* '''secondary_time_zone_area''' (float4 array) - elements of rectangle areas in editor coordinates* '''secondary_time_zone''' (integer array) - time delta of given area in minutes* '''secondary_time_zone_name''' (string array) - name of time zone in given areaIf point is in given country (decided by map logic by road/prefabs & borders) then all existing rectangle elements are checked for different time zone than country has. First matching area element defines the proper time zone. If no area is found, country time zone is used instead.
Supported trailers are now defined at one place: ''in '''traffic_vehicle''' by defining the whole trailer chain'' (previously it was combination of per vehicle/trailer type + per vehicle/trailer)Related attributes in '''traffic_trailer''', '''traffic_vehicle_type''' and '''traffic_trailer_type''' are now obsolete. Partial backward compatibility is provided (more complex trailer configurations may not be created correctly using old attributes)== Economy data ==
{{Note|Support data for wildcards has been removed to avoid the unnecessary complexity.}}{{Tip|If you have used (now obsolete) attribute '''allowed_tractor'''emergency refueling, the similar functionality can be achieved by setting '''spawn_ratio: 0.0''' for trailers which have been using it. This way, they won't be chosen for any vehicle unless explicitly set in '''trailer_chains'''.}}TBA
Each trailer chain element can be specified either by trailer type name (a random trailer model of that type will be spawned)or directly by traffic trailer unit name. Optionally, for each element, the minimum and maximum count of occurrence can be specified. Elements and counts are separated by '|'.== Traffic data ==
'''Examples:'''=== Parked vehicles/trailers ===
<code>trailer_chains[]: "semi_trailer"<Parked vehicle/code> - the vehicle will have one trailer of type attribute '''semi_trailerallowed_trailer'''is now also interpreted as a trailer chain definition.
<code>trailer_chains[]: "traffic_trailer.first {{Note| traffic_trailer.middle 2-4 | traffic_trailer.last"</code> - Attribute '''allowed_trailer_count''' is now obsolete, since the trailer count is determined from trailer chain with specific elements, 'traffic_trailer.middle' can occur 2-4 timesautomatically.}}
=== Spawn density rules ===
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=== Parked vehicles/trailers Trailer chains === Supported trailers are now defined at one place: ''in '''traffic_vehicle''' by defining the whole trailer chain'' (previously it was combination of per vehicle/trailer type + per vehicle/trailer)Related attributes in '''traffic_trailer''', '''traffic_vehicle_type''' and '''traffic_trailer_type''' are now obsolete. Partial backward compatibility is provided (more complex trailer configurations may not be created correctly using old attributes) {{Note|Support for wildcards has been removed to avoid the unnecessary complexity.}}{{Tip|If you have used (now obsolete) attribute '''allowed_tractor''', the similar functionality can be achieved by setting '''spawn_ratio: 0.0''' for trailers which have been using it. This way, they won't be chosen for any vehicle unless explicitly set in '''trailer_chains'''.}} Each trailer chain element can be specified either by trailer type name (a random trailer model of that type will be spawned)or directly by traffic trailer unit name. Optionally, for each element, the minimum and maximum count of occurrence can be specified. Elements and counts are separated by '|'. '''Examples:'''
Parked <code>trailer_chains[]: "semi_trailer"</code> - the vehicle/will have one trailer attribute of type '''allowed_trailersemi_trailer''' is now also interpreted as a trailer chain definition.
{{Note<code>trailer_chains[]: "traffic_trailer.first | traffic_trailer.middle 2-4 |Attribute '''allowed_trailer_count'traffic_trailer.last"</code> - trailer chain with specific elements, 'traffic_trailer.middle' is now obsolete, since the trailer count is determined from trailer chain automaticallycan occur 2-4 times.}}
=== Trailer type and storage renaming ===
* ''traffic_storage_trailer_parked.sii'' &rarr; ''traffic_storage_trailer_special.sii''
== Dynamic LODs Vehicles data == === Cabin suspension === 4 point simulation (locator, obsolete/new values in physics.sii)TBA === Cargo model randomized === If there are stated more than one model of cargo visualization (see '''data_path''' array in '''cargo_model_match''' unit, stored in '''def/cargo/*/''' folders of cargoes for owned trailers) for given trailer, the one used is chosen pseudo-randomly from them.
Instead of single static LOD (attributes '''lod_desc''' and '''lod_dist''') there is now array of LODs (arrays '''dynamic_lod_desc[]''' and '''dynamic_lod_dist[]''').Logic is the same: ''descriptor'' defines path to LOD model, ''dist'' defines distance from where it should be used. For now old LODs definition are loaded and converted, but this support might be removed === COG data in future updates, eventually.chassis accessory ===
Affected units Center of gravity (COG) data has been moved from trailer definition to [[Documentation/Engine/Units/accessory_chassis_data|accessory_chassis_data]]. They are '''prefab_model'''easier to edit, '''model_def''' they have less count than trailer definitions and '''curve_model'''.Also '''sign_model''' newly has LOD arrayon given chassis cargo is typically loaded in same way.
== Economy data ==Value logic itself work as before: '''cog_cargo_mass_min''' (float, default 0) and '''cog_cargo_mass_max''' (float, default 20000) sets border limits and '''cog_cargo_offset_min''' (float3, default (0,0,0)) and '''cog_cargo_offset_max''' (float3, default (0,1,0)) set values for interpolation.
data for emergency refuelingIn addition, TBAdefault COG is now in center of model based on some trailer geometry analysis regardless of trailer model scene origin. So the longitudinal offset used as workaround should be discarded.
== Modded = Dealer UI for modded trucks dealer UI ===
Allows all the modded truck brands to be available on one specific UI screen. You have access to this feature after you activate a mod in the Mod Manager that contains a defined truck brand. When a mod like this is detected, a button on the truck dealer world map that will direct you to the this screen.
Finally, you can still add modded trucks to the in-game dealers using the same procedure of creating a directory with that said in-game's brand name in the '''/def/vehicle/truck_dealer''' path and populating it with new offers. So if a modder wanted to add new offers to DAF for example, they would have to create a directory named "'''daf'''" in the truck_dealer path of their mod and add their truck offers there. All modded content to the in-game brands will be available in both the modding and the actual brand dealers.
== COG data in '''accessory_chassis_data''' = Trailer braces sound ===
Center of gravity (COG) data has been moved from trailer definition to [[Documentation/Engine/Units/accessory_chassis_data|chassis data]]Default value is now set empty. They are easier to edit, they have less count than trailer definitions and on given chassis cargo So there is typically loaded in same waysound only if data explicitly state it.
Value logic itself work as before: '''cog_cargo_mass_min''' (float, default 0) and '''cog_cargo_mass_max''' (float, default 20000) sets border limits and '''cog_cargo_offset_min''' (float3, default (0,0,0)) and '''cog_cargo_offset_max''' (float3, default (0,1,0)) set values for interpolation.=== Transmission mode names ===
In addition, Unit '''accessory_transmission_data''' has two new string attributes - '''auto_mode_name''' (default COG "A") and '''manual_mode_name''' (default "M"). Their value is now used in center of model based on some trailer geometry analysis regardless of trailer model scene origin. So the longitudinal offset used dashboard computer display as workaround should be discardedtransmission mode element (id 1310) if truck display contains one.
== Cabin suspension == 4 point simulation (locator, obsolete/new values in physics.sii)TBA == Wipers duration+& delay format ===
In unit [[Documentation/Engine/Units/accessory interior data|'''accessory_interior_data''']] attribute '''wiper_delay''' has been removed. Instead, the new attribute '''wiper_duration_and_delay''' (array of float2) has been added. Each element contains animation length (in seconds) and time delay between animation loops (in seconds) of one active state.
If no '''wiper_duration_and_delay''' is correctly stated it is defaulted to single element float2(2.0, 0.0), which serves as single active state in such case.
 
== Trailer braces sound ==
 
Default value is now set empty. So there is sound only if data explicitly state it.
 
== Cargo model randomized ==
 
If there are stated more than one model of cargo visualization (see '''data_path''' array in '''cargo_model_match''' unit, stored in '''def/cargo/*/''' folders of cargoes for owned trailers) for given trailer, the one used is chosen pseudo-randomly from them.
 
== Timezone sub-areas ==
 
Data for time zone sub-areas has been introduced silently in 1.34 update (look for Malheur county, Oregon in ATS or Kaliningrad area, Russia in ETS).
 
One set of data is in '''city_data''' units and data is used for static city-based zone usage (eg. delivery times in game economy):
* '''time_zone''' (integer, default is undefined value, represented by week of time, 10080) - time zone of given city in minutes
* '''time_zone_name''' (string, default empty) - name of eventual time zone
If city time zone is undefined (or 10080) then there is used time zone of country the city belongs to.
 
Second set of additional data consists of three synchronized arrays (same length expected) stored in '''country_data''' units and is used for spatial detection of time zone on map:
* '''secondary_time_zone_area''' (float4 array) - elements of rectangle areas in editor coordinates
* '''secondary_time_zone''' (integer array) - time delta of given area in minutes
* '''secondary_time_zone_name''' (string array) - name of time zone in given area
If point is in given country (decided by map logic by road/prefabs & borders) then all existing rectangle elements are checked for different time zone than country has. First matching area element defines the proper time zone. If no area is found, country time zone is used instead.
 
== Transmission mode names ==
 
Unit '''accessory_transmission_data''' has two new string attributes - '''auto_mode_name''' (default "A") and '''manual_mode_name''' (default "M"). Their value is used in dashboard computer display as transmission mode element (id 1310) if truck display contains one.

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