Go to file
Andrey2470T f9e5b33838 Moved invalid content to 'old' folder 2019-07-29 00:26:44 +03:00
models Moved invalid content to 'old' folder 2019-07-29 00:26:44 +03:00
old Moved invalid content to 'old' folder 2019-07-29 00:26:44 +03:00
textures Moved invalid content to 'old' folder 2019-07-29 00:26:44 +03:00
LICENSE Initial commit 2019-04-28 22:08:32 +03:00
README.md Update README.md 2019-07-16 17:57:30 +03:00
api.lua Added diesel ICE and elements for it, steering wheel 2019-07-29 00:21:00 +03:00
init.lua Added diesel ICE and elements for it, steering wheel 2019-07-29 00:21:00 +03:00
mod.conf Added diesel ICE and elements for it, steering wheel 2019-07-29 00:21:00 +03:00
screenshot.png Fixed the bus texture display and added a mod screenshot 2019-06-25 22:55:40 +03:00

README.md

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