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Games/ETS2/Modding guides/1.39

743 bytes added, 14:49, 30 October 2020
Vehicle Data
All core vehicle accessories have new attribute '''sounds'''. It is string array and each item has format of "''sound_name|sound_path''". Sound path could be defined by one of three ways:
* Empty string or "-" means no sound is played. Also if the item is missing in the array at all no sample will be played for given sound.
* Path to event in bank ("''bank_path#event_name''") which directly specifies event sample. Advantage of this direct approach is simplicity and readability.
* Path to sound reference file ("''*.soundref''") file where path to bank and sound event is written. This indirection supports easier modding if you only need link another sound without actually touching sound banks.
Most of the sounds events are former attributes of old sound accessory. For detailed info about all sounds and their names in each accessory see their lists below.
In our data, the basic mechanism is that accessories of given type share "''sound.sui''" file that contains mentioned '''sounds''' array. In array are links to shared soundrefs or to unique soundrefs, and in them are names of specific banks and events. This can be modded by many ways and on many levels. First, you can directly change the accessory itself file (eg make own sound setfor the given accessory). Or you can change content of shared "''sound.sui''" (eg to change all sound for given accessory group without actually touching the accessory itself which will make mod more compatible with future updates). Or you can mod a single sound just by modifying its soundref (both shared or unique sounds). Or you can change sample in bank.
== Vehicle Models & Data ==
=== Accessory models === Accessory models for exterior and interior got support for special parts, that will be switched on/off depending on their functionality. This parts are:* '''electrics''' - part will be switched on when truck electrics is on, otherwise off* '''park_light''' - part will be switched on when parking lights are on, otherwise off* Light '''left_blink''' - part will be switched on vehicles .. TBAwhen left blinker is on, otherwise off* '''right_blink''' - part will be switched on when right blinker is on, otherwise off
=== Engine data ===
=== Interior data ===
New attribute '''sounds''' in accessory chassis interior data can handle 21 sound events: air_warning, blinker_off, blinker_on, noise, stick_blinker, stick_blinker_off, stick_engine_brake, stick_hazard_warning, stick_high_beam, stick_light_horn, stick_lights, stick_park_brake, stick_park_brake_off, stick_retarder, stick_wipers, weigh_green, weigh_red, window_click, window_move, wipers_down, wipers_up.
=== Trailer body data ===
Either of those attributes will force game economy to generate usage of heavy company truck for quick job.
 
=== Trailer data ===
 
Trailer vehicle definition can have attribute '''oversize'''. It is used for matching the cargo in economy generated jobs.

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