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Documentation/Engine/Units/accessory truck data

3,990 bytes added, 03:12, 10 March 2017
Shiny, new article!
The '''accessory_truck_data''' unit class defines basic information, cameras, fallback rules, and required accessories for the [[Documentation/Engine/Game_data/Player_trucks_definitions|player's truck]]. Units of this type are defined in '''/def/vehicle/truck/<make.model>/data.sii'''.

== Attributes ==
Many common attributes are inherited from [[Documentation/Engine/Units/accessory_data|'''accessory_data''']]. Required attributes are '''bolded'''.
{|class="wikitable"
!Name
![[Documentation/Engine/Units#Attribute_types|Type]]
!Default Value
!Description
|-
|'''info'''
|string_array
|
|Two '''info''' members are typically defined for '''accessory_truck_data''':
<syntaxhighlight lang="cpp">
info[]: "@@brand_peterbilt@@" // The truck brand
info[]: "@@series_peterbilt_579@@" // The truck model
</syntaxhighlight>
|-
|require
|token_array
|
|Accessory types which should be required, regardless of the vehicle configuration, should be defined in '''accessory_truck_data'''. For more information, see [[Documentation/Engine/Units/accessory_data|accessory_data]].
|-
|'''behind_camera'''
|link_ptr
|
|The unit name of the camera to use for the orbit (2) view. Typically <code>camera.behind.basic</code>.
|-
|'''interior_camera'''
|link_ptr
|
|The unit name of the camera to use for the interior (1) view. Typically <code>camera.interior.<brand>.<model></code>.
|-
|'''interior_camera_oculus'''
|link_ptr
|
|The unit name of the camera to use for the interior (1) view when using a head-mounted display. Typically <code>camera.interior.<brand>.<model>.oculus</code>.
|-
|'''window_camera'''
|link_ptr
|
|The unit name of the camera to use in the lean-out (5) view. Typically <code>camera.window.basic</code>.
|-
|'''bumper_camera'''
|link_ptr
|
|The unit name of the camera to use in the bumper (6) view. Typically <code>camera.bumper.basic</code>.
|-
|'''cabin_camera'''
|link_ptr
|
|The unit name of the camera to use for the cabin-top (4) view. Typically <code>camera.cabin.basic</code>, placed at the ''cam_cabin*'' locator of the active cabin accessory variant.
|-
|'''wheel_camera'''
|link_ptr
|
|The unit name of the camera to use in the wheel (7) view. Typically <code>camera.wheel.basic</code>.
|-
|'''top_camera'''
|link_ptr
|
|The unit name of the camera to use for the overhead (3) view. Typically <code>camera.top.basic</code>.
|-
|top_fixed_camera
|link_ptr
|
|Typically unused.
|-
|'''tv_camera'''
|link_ptr
|
|The unit name of the camera to use in TV (8) view. Typically <code>camera.tv.basic</code>.
|-
|predefined_tv_camera
|link_ptr
|
|Typically unused.
|-
|side_camera
|link_ptr
|
|Typically unused.
|-
|wander_camera
|link_ptr
|
|The unit name of the camera to use in wander mode. Typically <code>camera.wander</code>. The player typically won't encounter this mode as it is primarily used for testing.
|-
|'''debug_camera'''
|link_ptr
|
|The unit name of the camera to use for the developer/fly camera (0). Typically <code>camera.debug</code>.
|-
|'''fallback'''
|string_array
|
|Each member contains a specially-formatted string which defines an accessory type (token) and the relative path to an SII file with a safe fallback accessory defined. So a fallback rule for <code>chassis</code> may look like <code>fallback[]: "chassis<nowiki>|</nowiki>4x2.sii"</code> which would call on ''/def/vehicle/truck/<make.model>/chassis/4x2.sii'' if there is ever a problem with the vehicle's currently assigned chassis accessory that makes it invalid or unloadable.

Accessories in the accessory folder are handled somewhat specially. For example, a rule for <code>steering_w</code> looks like <code>fallback[]: "accessory<nowiki>|</nowiki>steering_w/shape1.sii"</code>.

{{Note|There are 15 ''required'' fallback rules: chassis, cabin, engine, transmission, f_tire, f_disc, f_hub, f_nuts, r_tire, r_disc, r_hub, r_nuts, head_light, paint_job, interior. It is generally advisable to include a rule for steering_w if the truck has interchangeable steering wheels.}}
|}
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