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This tells RoR what version of RoR your truck is built for. Most trucks built today should use `fileformatversion 3`
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### Collisionboxes
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In RoR 0.4.0.5 and above you can define collisionboxes. In earlier versions of RoR, there was only one bounding box for truck activation per object, which was defined by the outermost nodes. With collisionboxes, you get the ability to define the nodes that should be used for the activation bounding box calculation. It is also possible to define multiple bounding boxes, for example to exclude some areas from activation.
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In <spanstyle="background-color:#854200">\[ Version 0.4.0.5+ \]</span> you can define collisionboxes. In earlier versions of RoR, there was only one bounding box for truck activation per object, which was defined by the outermost nodes. With collisionboxes, you get the ability to define the nodes that should be used for the activation bounding box calculation. It is also possible to define multiple bounding boxes, for example to exclude some areas from activation.
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Syntax:
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This single keyword placed in the truck file will make the truck a rescuer, like the Scania Wrecker. These vehicles can be entered by pressing `R`.
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### Scripts
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Loads an [AngelScript (*.as)](../terrain-creation/scripting.md) file. Functions like other custom scripts except it provides an extra global variable `thisActor` pointing to the associated truck.
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```
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scripts
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MyTruckScript.as
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```
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This feature is early in development, scripting documentation will be updated soon.
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## Look & Feel
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### Managedmaterials
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COMPATIBILITY NOTE: Parameters \#1 and \#2 can also be separated by just space, the parser will silently accept it.
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### Flaregroups_no_import
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Prevents a truck from importing flare states when locked or tied to another truck.
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For example, this can be used to stop a truck-mounted forklift's lights from activating with the truck lights.
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-**Type**: <spanstyle="color:#BD0058">Character</span>; Type of flare, e.g. low beams (`f`).
For user-controlled (`u`) flares, enter value 1-10 that corresponds to the flare.
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Example to prevent importing low beams and CTRL+1 user-controlled lights:
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```
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flaregroups_no_import
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f
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u 1
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```
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### Props
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This allows you to "stick" any 3D mesh to a triangle of points of a truck. You can use it to stick air intakes, horns, seats, dashboard, bumpers, whatever to the truck. Note that there will be no collision detection with these objects. Like flares, they use a vector coordinate system instead of normal right-angle coordinates. Props are positioned relative to 3 nodes of the chassis: One node is the reference node, and the two others define a base (x,y). Props are positioned relative to the reference node by adding proportions of the vectors ref->X, ref->Y, with the normal being used as well.
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-**(Attributes)**: <spanstyle="color:#BD0058">{ Key: options } pairs</span>; Parameter consisting of name, colon, and \| - delimited list of options.
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-`source:` <spanstyle="color:#BD0058">Source type(s) joined with \|</span>; A list of sources to use, it is recommended to use only 1 per add\_animation line, though multiple sources are possible too.
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-`mode:` <spanstyle="color:#BD0058">Mode type(s) joined with \|</span>; A list of modes to use, multiple modes are valid
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-`event:` <spanstyle="color:#BD0058">Key event string</span>; An optional input, only needed for **source: event**. It determines the keypress event to catch for the animation
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-`event:` <spanstyle="color:#BD0058">Key event string</span>; An optional input, only needed for **source: event**. It determines the [keypress event](../gameplay/controls-config.md#keypress-events) to catch for the animation
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-`link:` <spanstyle="color:#BD0058">Dashboard source type</span>; An optional input, only needed for **source: dashboard**. It determines the [dashboard source](making-custom-hud.md#input-sources) to catch for the animation
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-`autoanimate` <spanstyle="color:#666">(optional)</span>: <spanstyle="color:#BD0058">"autoanimate" keyword</span>; rotation or offset is applied as long as source is not 0. Useful for driveshafts, fans, etc.
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-**"noflip"** <spanstyle="color:#666">(optional)</span>: <spanstyle="color:#BD0058">"noflip" keyword</span>; a prop will flip to the opposite limit when a limit is reached, with this mode it just stops at - **"bounce"** <spanstyle="color:#666">(optional)</span>: <spanstyle="color:#BD0058">"bounce" keyword</span>; a prop will flip to the opposite limit when a limit is reached, with this mode it just rebound at the set limit. Only useful with **mode: noflip**
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-**"eventlock"** <spanstyle="color:#666">(optional)</span>: <spanstyle="color:#BD0058">"eventlock" keyword</span>; will lock a toggled event in its current status, useful for switches and status levers. Only works with **mode:event** and a correct defined **event:**
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-`tacho` - This prop animates with the vehicle's RPM. It scales with guisetting tachometer. (It is best use it even if there is no custom overlay dashboard; simplifies the adjustment a lot.)
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-`turbo` - This prop animates with the vehicle's turbocharger PSI.
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-`parking` - This prop animates with the vehicle's parking brake status.
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-`gear#` - This prop animates with the specified gear. Where `#` is the gear number (1/2/3 etc).
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-`gearneutral` - This prop animates with the vehicle's neutral gear.
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-`gearreverse` - This prop animates with the vehicle's reverse gear.
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-`shifterman1` - H-shift left/right ( Reverse \| 1-2 \| 3-4 \| 5-6...11-12 as positions, scales with engine settings (maxGear)
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-`shifterman2` - H-shift forth/back animator Reverse-2-6-8-10-12 \| 1-3-5-7-9-11 as positions
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-`sequential` - sequential shift ( i.e for tiptronic or wheel shift pedals), can be used for commands too (no settable limits then)
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-`shifterlin` - for auto transmission animations or gearselect indicators (special limits rules apply for this one, see below!)
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-`torque` - current engine torque
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-`sequential` - Sequential shift ( i.e for tiptronic or wheel shift pedals), can be used for commands too (no settable limits then)
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-`shifterlin` - For auto transmission animations or gearselect indicators (special limits rules apply for this one, see below!)
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-`autoshifterlin` - Same as `shifterlin` except it allows for D/N/R positions as forward gears are clamped to 1.
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-`signalstalk` - For turn signal stalk animations.
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-`torque` - Current engine torque.
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-`heading` - This prop animates with the current heading of the truck.
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-`difflock` - This prop animates with the difflock status of the truck (It only works when differentials are present in the truck.)
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-`rudderboat` - This prop animates with the steering hydro on boats.
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-`aileron` - This prop animates with the aileron status for airplanes.
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-`elevator` - This prop animates with the elevator status for airplanes.
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-`rudderair` - This prop animates with the rudder status for airplanes.
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-`dashboard` - This prop animates with the status of a GUI element (engine ignition, parking brake etc). Requires `link:` data link argument, see below.
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-`permanent` - This is a permanent source, which is always active when you are in the truck.
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-`event` - A source triggered by a keypress, needs exactly one defined event.
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-**rorkeypressevent** - All RoR keypress events. ([A list of valid RoR events](../gameplay/controls-config.md#keypress-events).)
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*link:*
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-**dashboardsource** - Any input source from the [dashboard system](making-custom-hud.md#input-sources).
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**How to use:**
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It's best to test is a prop that has no rotations or offsets set on a node triangle like this:
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-**node\_list**: <spanstyle="color:#BD0058">List of node{number/name/range}</span>; List of nodes to use for deforming the flexbody. These nodes should be outer nodes of the vehicle, those that are close to the mesh.
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### (sub-directive) forvert
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An additional line added after `forset` enabling manual override of node bindings for specified vertices. The specified nodes do not need to be in `forset` node list.
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Processing works the same as `forset`: the game calculates the offset between the nodes and the vertex and maintains it.
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-**reference\_node**: <spanstyle="color:#BD0058">Node number/name</span>; The base node, used to define the coordinate system
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-**x\_direction\_node**: <spanstyle="color:#BD0058">Node number/name</span>; The node that defines the X direction (this can be visualized as a line pointing from the **reference node** to this node)
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-**y\_direction\_node**: <spanstyle="color:#BD0058">Node number/name</span>; The node that defines the Y direction (this can be visualized as a line pointing from the **reference node** to this node)
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-**vertex\_list**: <spanstyle="color:#BD0058">List of vertices</span>; List of mesh vertices to use for deforming the flexbody, ranges are supported. Vertex numbers can be viewed in-game using the "Flexbody debug" tool from Top Menubar -> Tools.
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!!! note
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The `verts:` intermediate line before the vertex list is required!
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```
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forvert 25, 0, 2, verts: 70-71, 28
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```
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Notes about backwards compatibility:
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- If you use a node range \[A-B\], RoR will tolerate if node B doesn't exist (warning will be emitted).
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-**dashboard**: <spanstyle="background-color:#854200">\[ Version 0.38.66+ \]</span> [Custom HUD layout](making-custom-hud.md) that should be used for this truck. You can use multiple lines.
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-**texturedashboard**: <spanstyle="background-color:#854200">\[ Version 0.38.66+ \]</span> [Custom HUD layout](making-custom-hud.md) that should be used for the RTT for this truck. You can use multiple lines. RTT means Real Time-generated Texture, you can use it as material for your custom dashboard mesh.
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-**interactiveOverviewMap**: <spanstyle="background-color:#854200">\[ Version 0.36+ \]</span>; <spanstyle="color:#BD0058">off / simple / zoom</span> - Enables/disables the activation of the interactive map for the truck.
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-**shifterAnimTime**: Sets how much a shifter prop animation should be smoothed. Default `0.4`, use `0.0` to disable.
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Legacy parameters (not affecting the v0.4 custom HUD system). Will be restored or removed soon.
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-**texture\_height**: <spanstyle="color:#BD0058">Positive decimal, must be power of 2</span>; Y-resolution of the texture generated. Valid: any value^2 (POW) (see below for explanation), recommended maximum `256`, watch your FPS.
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-**min\_clip\_distance**: <spanstyle="color:#BD0058">Real number</span>; Minimum distance in meters of objects to be rendered Valid: `0.1` - value<maxclipdistance. Useful to blend out things that should not be displayed. Good to tune FPS.
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-**max\_clip\_distance**: <spanstyle="color:#BD0058">Real number</span> Maximum distance in meters of objects to be rendered Valid: value>minclipdistance - `32000`. Useful to blend out things that should not be displayed. Watch your FPS.
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-**camera\_role**: <spanstyle="color:#BD0058">Decimal number</span>; Role aka function of the camera: `-1` == camera, `0` == tracker camera (requires an alternative camera orientation node), `1` == mirrors.
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-**camera\_role**: <spanstyle="color:#BD0058">Decimal number</span>; Role aka function of the camera: <br> `-1` == Camera <br> `0` == Tracker camera (requires an alternative camera orientation node) <br> `1` == Mirrors <br> `2` == Same as mirrors (`1`) but without flipping the texture horizontally (expects texcoords to be already flipped in the mesh).
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-**camera\_mode**: <spanstyle="color:#BD0058">Decimal number, use -2</span>; Camera switchoff state. Not supported yet, put a `-2` in here.
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-**material**: <spanstyle="color:#BD0058">String</span>; The material the generated textured should be displayed on. Requires a prop (mesh) using this material to get any visual results.
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-**name**: <spanstyle="background-color:#854200">\[ Version 0.38.63+ \]</span> <spanstyle="color:#BD0058">String</span>; Specify a name for this videocamera that might be used for the title of the renderwindow.
**Example mirror setup from the [1988 Audi UR-Quattro](https://forum.rigsofrods.org/resources/1988-audi-ur-quattro.85/): (They are currently disabled)**
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**Example mirror setup from the [1988 Audi UR-Quattro](https://forum.rigsofrods.org/resources/1988-audi-ur-quattro.85/):**
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