AI vehicles variants

cadenysd
Posts: 29
Joined: 22 May 2020 12:29

Re: AI vehicles variants

#11 Post by cadenysd » 14 Oct 2020 10:44

Thanks for your inputs guys @Madkine @tinusman. May I request you check out my forum post linked viewtopic.php?f=111&t=290558 and advise how exactly I can achieve what I had described? Which folder to edit, what to edit and how to edit etc. Your help would be much appreciated, thanks!
cadenysd
Posts: 29
Joined: 22 May 2020 12:29

Re: AI vehicles variants

#12 Post by cadenysd » 15 Oct 2020 02:01

tinusman wrote: 13 Oct 2020 17:44 cadenysd

AI-Truck`s are not in the country files like ai-cars are. (def/country/`sertanland`/traffic.sii)
so I ques the way to do is a kind of, like mentioned above.
Just noticed you were referring to the lines of code above my post:
ad the line
above the line
allow_parked: false
spawn_ratio: 0.x

I'd just like to check where these lines should be added?

This is what is currently written in def/vehicle/ai/scania_r_2016_a_4x2

traffic_vehicle : traffic.scania_r16_a
{
accessories[]: .scania_r16_a.chassis
accessories[]: .scania_r16_a.fwheel
accessories[]: .scania_r16_a.rwheel
accessories[]: .scania_r16_a.trlr_cables

max_speed: 90

trailer_chains[]: "truck_semi"

tags[]: dealer

vehicle_mass: 7549
engine_power: 336

sound_move[]: "/sound/traffic/truck_eu_2.soundref"
sound_move[]: "/sound/traffic/truck_eu_4.soundref"
sound_horn[]: "/sound/traffic/truck_horn_2.soundref"
sound_horn[]: "/sound/traffic/truck_horn_3.soundref"

#color from upgrade shop
color[]: (0.4435, 0.0948, 0.0069) #Amber Orange
color[]: (0.0176, 0.1470, 0.0762) #Eucalyptus Green
color[]: (0.0585, 0.0339, 0.0209) #Coffee Brown
color[]: (0.045186, 0.111932, 0.423268) #Blue Ocean Metallic
color[]: (0.300544, 0.018500, 0.018500) #red
color[]: (0.8148, 0.7991, 0.7379) #Ivory White
color[]: (0.8148, 0.7991, 0.7379) #Ivory White

lod_dist[]: 70
lod_dist[]: 130

@include "drivers_generic.sui"
}

vehicle_accessory: .scania_r16_a.chassis
{
data_path: "/def/vehicle/ai/truck/scania.r_2016/a4x2.sii"
}
vehicle_wheel_accessory: .scania_r16_a.fwheel
{
offset: 0
data_path: "/def/vehicle/f_wheel/steel.sii"
}
vehicle_wheel_accessory: .scania_r16_a.rwheel
{
offset: 0
data_path: "/def/vehicle/r_wheel/steel.sii"
}
vehicle_addon_accessory : .scania_r16_a.trlr_cables
{
data_path: "/def/vehicle/ai/truck/scania.r_2016/accessory/trlr_cables/stock.sii"
}

So where in the above should I add those lines?

After I have edited this for each truck, how do I then add it back to the game?
User avatar
tinusman
Posts: 541
Joined: 11 Jun 2013 09:45
Location: driver`s seat

Re: AI vehicles variants

#13 Post by tinusman » 15 Oct 2020 08:21

Not sure if it is that importent where to put that line ,
but just above
@include "drivers_generic.sui"
will do.

back in game:
getting your mod in game;
One`s you made your changes , it is time to make a mod.
though it is possible to just put your def folder in the mod_folder.
you better make .scs or .zip file and put that in your mod_folder,
with re_reconizable name of your choise.zip
Compression method: Store
use winrar / 7.zip or win_zip or what ever packing software.

good luck
cadenysd
Posts: 29
Joined: 22 May 2020 12:29

Re: AI vehicles variants

#14 Post by cadenysd » 15 Oct 2020 08:43

Thanks a bunch, Tinusman. Unfortunately, that did not work. Could it be due to the fact that I am on promods?
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