Documentation/Engine/Units/accessory addon data

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The accessory_addon_data unit class is used for vehicle accessories which add a visible component to a vehicle. This is most commonly used for customization of the player's vehicle. It defines the paths to the visible models and their configuration (variant, look, excluded views), and the path to the collision mesh if applicable. Units of this type are found in /def/vehicle/truck/<brand.model>/accessory/<type>/*.sii.

Note: Some legacy accessories which don't directly interact with the player (eg. badges) may also be found in def/vehicle/truck/<brand.model>/<type>/*.sii because of legacy. So when creating new types always create them inside accessory subfolder.

Attributes

Many common attributes are inherited from accessory_data.

Name Type Default Value Description
exterior_model string Path to the model descriptor (.pmd) for the model to be displayed in the exterior view (if applicable).
exterior_model_uk string Path to the model descriptor (.pmd) for the model to be displayed in the exterior view for right-hand drive vehicles (if applicable). If unset, defaults to exterior_model.
interior_model string Path to the model descriptor (.pmd) for the model to be displayed in the interior view (if applicable).
interior_model_uk string Path to the model descriptor (.pmd) for the model to be displayed in the interior view for right-hand drive vehicles (if applicable). If unset, defaults to interior_model.
coll string Path to the collision descriptor (.pmc) for the accessory (if applicable).
look token default Name of the look to be used on all descriptors of this accessory.

Note: All models for an accessory must have the same set of looks.

variant token default Name of the variant to be used on all descriptors of this accessory.

Note: All models for an accessory must have the same set of variants.

hide_in u32 0 Flag for “hiding“ accessory from being drawn in specific views. Valid values can be calculated here.

Note: Accessories whose model references textures containing the mirror reflection (e.g. the mirror itself) MUST be marked as not visible in the mirrors. Previously there was a special mechanism to handle this however the now game exclusively relies on hide_in attribute to handle that.