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Documented new modding features (#239)
* [Terrn2 File Format] πŸ“š AI Presets section * [Terrn2 File Format] πŸ“š StartRotation * [Terrn2 File Format] πŸ“š Road editor, rot_yxz, rendering distance Initial documentation of the road editor, `rot_yxz`, and `set_default_rendering_distance`. * πŸ“š Asset packs * [Controls] πŸ“š TRUCK_CYCLE_GEAR_RANGES * πŸ“š Updated custom HUD page - Converted HTML to Markdown - Removed transparency from images for compatibility with site themes - Added new input sources - Initial docs for dashboard mod type
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β€Ždictionary/en-custom.txtβ€Ž

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CaelumConfigFile
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HydraxConfigFile
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StartPosition
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StartRotation
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XYZ
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xyz
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yxz
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SandStormCubeMap
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cubemap
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CategoryID
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DirZ
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dashboardsource
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shifterAnimTime
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TestC
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NeoQueretaro
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Assetpacks
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AssetPacks
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HUDs

β€Žsource/gameplay/controls-config.mdβ€Ž

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| TRUCK_SHIFT_LOWRANGE | N/A | sets low range (1-6) for H-shaft |
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| TRUCK_SHIFT_MIDRANGE | N/A | sets middle range (7-12) for H-shaft |
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| TRUCK_SHIFT_HIGHRANGE | N/A | sets high range (13-18) for H-shaft |
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| TRUCK_CYCLE_GEAR_RANGES | N/A | toggle between low/middle/high gear ranges |
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| TRUCK_SWITCH_SHIFT_MODES | Q | toggle between transmission modes |
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### Airplane

β€Žsource/gameplay/vehicle-ai.mdβ€Ž

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The waypoints are exported in JSON format.
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From here you have two options:
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From here you can:
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- Name the preset and create an issue ticket on [GitHub](https://github.com/RigsOfRods-Community/ai-waypoints/issues) with the completed preset. Someone else will add it to the `waypoints.json` file.
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- Download the `waypoints.json` file from [GitHub](https://raw.githubusercontent.com/RigsOfRods-Community/ai-waypoints/main/waypoints.json) (right click -> Save As, set file type to "All files")
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and place it in the `savegames` folder. RoR will load this file instead of downloading. Edit the file with your new preset, then create a pull request with your changes.
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The preset can also be added to a terrain using the [AI Presets](../terrain-creation/terrn2-subsystem.md#ai-presets-section) section.
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## Limitations
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The current AI is an evolution of the per-terrain based AI featured on terrains such as F1 Test Track and Bajarama V2. It has some limitations:
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- You cannot set the vehicle speed per-waypoint. This also means an AI vehicle cannot stop at a waypoint (example: bus stops)
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- An AI vehicle in 'normal' mode will slow down at every waypoint. For most terrains this is fine but for others (such as race tracks) the AI drives too slowly. The current 'race' mode does not fix this as that mode will always drive at the same speed and won't slow down for corners.
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- As stated above, the 'chase' mode only targets the player and does not follow any other waypoints. This usually results in the chase vehicle crashing.
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