3.5 KiB
Advanced Vehicles 1.0.0-Release Candidate #1
Description
Adds smart different cars (passenger cars, trucks, buses, service). This mod introduces little API to register cars with analogical parameters that use the mod (see *API Documentation)
API Documentation
###adv_vehicles.register_vehicle(vehicle_name, vehicle_properties, vehicle_item) --Registers a vehicle in the game as an entity and an item spawner for it.
vehicle_name is entity string. vehicle_properties is a table with following fields: hp_max, mass, is a property that sets a value of vehicle mass in tons. Necessary for calculating of the gravity. max_vel, measured in metres in sec. cbox, is collision box. model, textures, seats, is a table that contains a data about each seat (busy_by, pos fields). Key should be string containing a sort of seat (driver or passenger). player_eye_offset, is pos table vehicle_item is a table with item spawner data. Fields: description, inv_image, craft_recipe.
###adv_vehicles.rotate_point_around_other_point(circle_center_pos, rotating_point_pos, fixed_point_yaw, current_point_yaw) --This method implements affine transformation of a point rotating_point_pos rotation along a circle with circle_center_pos center.
circle_center_pos is position table. rotating_point_pos is position table. fixed_point_yaw is the last fixed yaw of a vehicle (saving in self.fixed_veh_rotate_angle). current_point_yaw is current yaw of a vehicle.
###adv_vehicles.attach_player_to_veh(player, vehicle, seated, model, animation) --Attaches a player to the vehicle.
player is PlayerObjectRef. vehicle is ObjectRef. seated is "driver" or "passenger" keys depending on which field in seats_list used. model is vehicle model (.b3d format). animation is a table with x, y fields
###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. 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.
Crafting Recipes
L/B = Luxury Decor or Basic Materials
Car Frame
L/B plastic_sheet L/B plastic_sheet L/B plastic_sheet
L/B plastic_sheet L/B plastic_sheet L/B plastic_sheet
L/B plastic_sheet
Wheel
L/B plastic_sheet L/B plastic_sheet dye:dark_green
default:steel_ingot L/B plastic_sheet
BMW 118 Car
adv_vehicles:car_frame dye:blue
adv_vehicles:wheel adv_vehicles:wheel adv_vehicles:wheel
adv_vehicles:wheel L/B plastic_sheet
Volvo Bus
adv_vehicles:car_frame dye:yellow dye:yellow
adv_vehicles:wheel adv_vehicles:wheel adv_vehicles:wheel
adv_vehicles:wheel L/B plastic_sheet default:steel_ingot
Kamaz Truck
adv_vehicles:car_frame dye:grey dye:white
adv_vehicles:wheel adv_vehicles:wheel adv_vehicles:wheel
adv_vehicles:wheel L/B plastic_sheet default:steel_ingot