Changes

Jump to navigation Jump to search

Games/ETS2/Modding guides/1.36

1,267 bytes added, 09:15, 13 November 2019
License plate generation templates format improvement
== Triggers ==
Due to improvements in game trigger handling, there was some cleanup in ''/def/world/trigger_action.sii'': several trigger commands were renamed and to keep backward compatibility, obsolete trigger actions were moved to ''/def/world/trigger_action.compatibility.sii''.
 
== City data ==
 
Attribute '''city_name_sort''' has been removed. Sorting by city name is now performed by shown city name in selected localization and/or visualization option.
== Traffic data ==
=== License plate generation templates format improvement ===
LP changes for AI (data-driven types, background texture data)
More data driven license plate system for AI vehicles. From unit '''traffic_vehicle''' the attributes '''lp_variant_front''' and '''lp_variant_rear''' has been removed. Unit '''license_plate_data''' has new attributes: '''background_front''', '''background_rear'''. Both are strings (TODOup to 32 characters), default values are "front" and "rear" respective. Texture with given name is looked for as '''material/ui/lp/<country>/*.mat''' file.Proper usage for variants of texture background for AI vehicles is now per '''license_plate_type''' in '''traffic_vehicle''' class as was text of the plate. If no type is defined the game tries to guess from vehicle '''speed_class''' (like car, truck or bus). All other vehicle classes has to be defined explicitly or they get some default (either car or first defined license plate type). Due to interaction with player-owned vehicles (apportioned trucks and trailer in US) such textures should still be named "truck_front", "truck_rear" or "trailer" respectively (like they were before). Failing to use these names in license plate definitions will end with improper license plate backgrounds for player vehicles.
== Vehicles data ==
510
edits

Navigation menu