diff --git a/README.md b/README.md index 38ea067..127463a 100644 --- a/README.md +++ b/README.md @@ -41,15 +41,24 @@ Adds smart different cars (passenger cars, trucks, buses, service). This mod int ###adv_vehicles.detach_player_from_veh(player, vehicle, seated, model, animation) --Opposite to *adv_vehicles.attach_player_to_car*. Detaches a player from the car and the same arguments. -###adv_vehicles.pave_vector(vehicle, vect_length, old_yaw) ---Paves the vector from '0' point relatively to the car origin towards to *vect_length*. +###adv_vehicles.pave_vector(vehicle, old_acc_vect_pos, old_yaw) +--Paves the vector from '0' point relatively to the car origin towards to *old_acc_vect_pos*. *old_yaw* is a integer value that saving in self.fixed_veh_rotate_angle. This method should be caused continuously per 0.1 second to recalculate the car direction. ###adv_vehicles.rotate_collisionbox(vehicle, yaw) This method is WIP and doesnt work properly currently. -*This documentation is in working progress.* +###adv_vehicles.collide(vehicle) +Calculates elastic force of surface on that *vehicle* has fallen. It depends currently only on the vehicle velocity. It will also damage the vehicle and objects sitting inside. Damage rate also depends from the velocity. + +###adv_vehicles.vehicle_braking(vehicle, vector_l) +*vector_l* is a just coefficient for braking calculating. The above value, the braking is faster. This method is permanently called in the globalstep. + +###adv_vehicles.vehicle_handle(vehicle, controls, yaw) +*controls* is a table resulted from get_player_control(). + +Executes the vehicle driving (turns, forward/backward going) ## Crafting Recipes Guide -----------------------------