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Each method requires different locators within the cargo model:
* '''''direct''''': requires locators with naming: <code>lash_d_X</code> where <code>X</code> is incremental index from 0 to 99. As soon model locator for given index is not found rest will be ignored. Lashing will be done in the direction of model locator forward axis, game will pick closest possible lashing mount placement from the vehicle
* '''''top_over''''': requires lashing rail locators with naming: <code>lash_s_Z_X</code> and <code>lash_e_Z_X</code> where <code>Z</code> donates index of multiple rails along model forward axis and <code>X</code> donates index of multiple rails along model X axis. Multiple rails are usually used when there is some obstruction in the model and you need manual dividing into multiple railing (e.g. some separation elements). In all other cases one should use single Z rail indexing since the game will place multiple lashings on the distance of 1.25m from each other. X indexing should be done from left to the right (from -X to +X in model space)
=== Common structures ===
→Cargo system
* '''lashing_hook_angle_constraints''' - float3 defining angle constraint on each axis of the hook in range between 0 and 90° (this will work similarly as angle constriants on body lashing mounts except that his is applied only when <code>direct</code> lashing is used for the cargo model match)
=== Cargo lashing methods Common structures ===Lashing method defines how cargo will be lashed to the trailer:* '''direct''' - cargo is lashed Common structures are either used directly from rigid point or indirectly on cargo to the trailer lashing mounts utilizing* '''top_over''' - cargo is lashed with top over technique, trying to find perpendicular lashing against the loading areaboth sides.
==== Cargo loading methods ====
As written above, cargo loading method will tell cargo and trailer how specific cargo model match will be loaded onto the trailer. The loading is done by the game differently for each loading method:
All area based loading methods will be looking for the <code>larea_s_X</code> and <code>larea_e_X</code> model locators inside body or chassis (if body model is not present), where <code>X</code> is the index of loading area inside the trailer body data '''''cargo_areas[]''''' attribute. This locators define corners for each loading area plane.
==== Cargo lashing methods ====
Lashing method defines how cargo will be lashed to the trailer:
* '''direct''' - cargo is lashed directly from rigid point on cargo to the trailer lashing mounts utilizing
* '''top_over''' - cargo is lashed with top over technique, trying to find perpendicular lashing against the loading area
Each method requires different locators within the cargo model:
* '''''direct''''': requires locators with naming: <code>lash_d_X</code> where <code>X</code> is incremental index from 0 to 99. As soon model locator for given index is not found rest will be ignored. Lashing will be done in the direction of model locator forward axis, game will pick closest possible lashing mount placement from the vehicle
* '''''top_over''''': requires lashing rail locators with naming: <code>lash_s_Z_X</code> and <code>lash_e_Z_X</code> where <code>Z</code> donates index of multiple rails along model forward axis and <code>X</code> donates index of multiple rails along model X axis. Multiple rails are usually used when there is some obstruction in the model and you need manual dividing into multiple railing (e.g. some separation elements). In all other cases one should use single Z rail indexing since the game will place multiple lashings on the distance of 1.25m from each other. X indexing should be done from left to the right (from -X to +X in model space)