Suitable for ground compactors and various generic equipment that does not require any material functionality.
None.
vehicle.machine
<vehicle>
...
<machine type="compactor">
...
</machine>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| type | string | Yes | Machine type identifier | |
| requireTurnedOn | boolean | No | true |
If set to true then the machine will not be activated unless vehicle is turned on as long as vehicle has implemented specialization. Will be ignored otherwise. |
| requirePoweredOn | boolean | No | true |
If set to true then the machine will not be activated unless vehicle is powered on as long as vehicle has implemented specialization. Will be ignored otherwise. |
vehicle.machine.input
<vehicle>
...
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
</machine>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| modes | string | Yes | Define work mode(s) separated by space. The order of modes in xml will also affect the order shown ingame. |
Available modes:
FLATTENSMOOTHLOWERPAINT
vehicle.machine.workArea
Machine work area adjustments.
<vehicle>
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
<workArea referenceNode="posNodeRef" offset="0 -0.15 0.75" rotation="0 0 90" width="3" />
</machine>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| referenceNode | node | Yes | Work area reference node | |
| width | float | Yes | Work area width | |
| density | float | No | 0.75 |
Work area density |
| offset | vector3 | No | 0 0 0 |
Offset position |
| rotation | vector3 | No | 0 0 0 |
Rotation in degrees |
vehicle.machine.effects
Enable effect nodes when machine is working the ground. Uses the base game vehicle effectNode setup.
<vehicle>
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
<workArea referenceNode="posNodeRef" offset="0 -0.15 0.75" rotation="0 0 90" width="3" />
<effects effectTurnOffThreshold="0.3" >
<effectNode effectClass="ParticleEffect" effectNode="0>4|0|1|6" particleType="smoke" emitCountScale="4" delay="0" spriteScale="1.0" ignoreDistanceLifeSpan="true" lifespan="3.0" worldSpace="true" />
</effects>
</machine>
</vehicle>| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| effectTurnOffThreshold | float | No | 0.25 |
vehicle.machine.effectAnimations.animationNode(?)
Enable animation nodes when machine is working the ground. Uses the base game vehicle animationNode setup. Only applicable if machine has effect nodes.
(NOTE: Implemented, but not tested as of yet.)
<vehicle>
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
<workArea referenceNode="posNodeRef" offset="0 -0.15 0.75" rotation="0 0 90" width="3" />
<effectAnimations>
<animationNode ... />
</effectAnimations>
</machine>
</vehicle>vehicle.machine.workSound
Enable playing sound sample when machine is working the ground. Uses the base game vehicle sample setup. Only applicable if machine has effect nodes.
<vehicle>
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
<workArea referenceNode="posNodeRef" offset="0 -0.15 0.75" rotation="0 0 90" width="3" />
<effects effectTurnOffThreshold="0.3" >
<effectNode effectClass="ParticleEffect" effectNode="0>4|0|1|6" particleType="smoke" emitCountScale="4" delay="0" spriteScale="1.0" ignoreDistanceLifeSpan="true" lifespan="3.0" worldSpace="true" />
</effects>
<workSound linkNode="workSoundNode" file="$data/sounds/vehicles/surfaces/gravel_loop.wav" loops="0" fadeOut="0.5" />
</machine>
</vehicle>Apply state object changes whether machine is active or not.
(NOTE: Implemented, but not tested as of yet.)
<vehicle>
<machine type="compactor">
<input modes="FLATTEN SMOOTH PAINT" />
<workArea referenceNode="posNodeRef" offset="0 -0.15 0.75" rotation="0 0 90" width="3" />
<stateObjectChanges>
<objectChange node="warningSignal" visibilityActive="false" visibilityInactive="true" />
</stateObjectChanges>
</machine>
</vehicle>