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Updated documentation
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docs/DISCHARGE_NODE.md

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## Custom discharge node
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# [Documentation](./INDEX.md) > Custom discharge node
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```
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vehicle.materialProcessor.dischargeNodes.node(%)

docs/FILLUNIT_EXTENSION.md

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# FillUnitExtension
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Utilize additional features for base game FillUnit specialization, enabling playing sound effects and toggling object changes based on fill level.
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# Table of Contents
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- [Add specialization to vehicle type](#add-specialization-to-vehicle-type)
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- [Vehicle XML](#vehicle-xml)
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- [FillUnit](#fillunit)
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- [Object changes](#object-changes)
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- [Sound](#sound)
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## Add specialization to vehicle type
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```xml
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</modDesc>
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```
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## Vehicle XML
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```xml
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<?xml version="1.0" encoding="utf-8" standalone="no"?>
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<vehicle>
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<fillUnitExtension>
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<fillUnit fillUnitIndex="2">
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<!-- Play alarm sound when fill level is below 10% -->
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<fillLevelSound threshold="0.1" thresholdIsGreater="false" template="rollbeltAlarm" linkNode="alarmSoundNode2" />
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</fillUnit>
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<fillUnit fillUnitIndex="3">
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<!-- Play alarm sound and activate object changes when fill level is above 85% -->
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<fillLevelSound threshold="0.85" template="rollbeltAlarm" linkNode="alarmSoundNode" />
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<fillLevelObjectChanges threshold="0.85">
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<objectChange node="alarmBeacon" visibilityActive="true" visibilityInactive="false" />
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</fillLevelObjectChanges>
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</fillUnit>
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</fillUnitExtension>
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</vehicle>
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```
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## FillUnit
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```
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| fillUnitIndex | integer | Yes | | |
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## Fill level object changes
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## Object changes
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```
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vehicle.fillUnitExtension.fillUnit(%).fillLevelObjectChanges
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|-----------|-------|----|-----------|------------------------------|
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| threshold | float | No | ```0.9```| Defines at which fillUnit fill level percentage the object changes |
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| thresholdIsGreater | boolean | No | ```true``` | If true the object changes are activated above threshold, if not then below threshold |
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| requiresPoweredOn | boolean | No | ```true``` | |
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| requiresTurnedOn | boolean | No | ```false``` | |
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| requiresPoweredOn | boolean | No | ```true``` | Require vehicle to be powered on in order for object changes can be active |
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| requiresTurnedOn | boolean | No | ```false``` | Require vehicle to be turned on in order for object changes can be active [^1] |
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### Example
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```xml
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</vehicle>
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```
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## Fill level sound
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## Sound
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```
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vehicle.fillUnitExtension.fillUnit(%).fillLevelSound
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|-----------|-------|----|-----------|------------------------------|
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| threshold | float | No | ```0.9```| Defines at which fillUnit fill level percentage the sound is triggered |
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| thresholdIsGreater | boolean | No | ```true``` | If true the sound is triggered above threshold, if not then below threshold |
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| requiresPoweredOn | boolean | No | ```true``` | |
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| requiresTurnedOn | boolean | No | ```false``` | |
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| requiresPoweredOn | boolean | No | ```true``` | Require vehicle to be powered on in order for sound can be playing |
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| requiresTurnedOn | boolean | No | ```false``` | Require vehicle to be turned on in order for sound can be playing [^1] |
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### Example
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```xml
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</fillUnit>
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</fillUnitExtension>
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</vehicle>
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```
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```
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[^1]: If the vehicle doesn't have a turn on function it will disregard this setting.

docs/PROCESSOR_BLEND.md

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# [Documentation](./INDEX.md) > Blend Processor
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Process multiple input fillUnits into one output fillUnit.
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# Table of Contents
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- [Processor](#processor)

docs/PROCESSOR_SPLIT.md

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# [Documentation](./INDEX.md) > Split Processor
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Process one single input fillUnit and split the value into multiple output fillUnits.
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# Table of Contents
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- [Processor](#processor)
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| Name | Type | Required | Default | Description |
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|---------------|--------|----------|---------|------------------------------|
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| fillType | string | Yes | | Name of filltype used for input |
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| fillUnitIndex | int | Yes | | Input vehicle fillUnitIndex |
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| fillUnit | int | Yes | | Input vehicle fillUnitIndex |
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| displayNode | node | No | | Set custom node for HUD display position |
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| displayNodeOffsetY | float | No | | Y offset position for HUD display |
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