Supports optional foldable specialization.
modDesc.xml
<modDesc version="...">
...
<vehicleTypes>
<type name="customSurveyor" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
<!-- Add surveyor specialization -->
<specialization name="FS22_0_TerraFarm.surveyor" />
</type>
</vehicleTypes>
</modDesc>
vehicle.surveyor
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle type="customSurveyor">
...
<surveyor trigger="0>1" offsetY="1.7" />
</vehicle>
Name | Type | Required | Default | Description |
---|---|---|---|---|
trigger | node | Yes | Player activation trigger node. The collisionMask must have bit 20 (TRIGGER_PLAYER) set in order to function. |
|
defaultName | string | No | Vehicle name | Default name for surveyor. L10N string supported. |
offsetY | float | No | 1.5 |
Y offset for visual guide lines. |
Apply object changes when the surveyor calibration state is changed.
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle type="customSurveyor">
...
<surveyor trigger="0>1" offsetY="1.7">
<objectChanges>
<objectChange node="0>2" shaderParameter="colorScale" shaderParameterActive="0 1 0 0" shaderParameterInactive="1 0 0 0" />
</objectChanges>
</surveyor>
</vehicle>
Enable animation nodes when surveyor is calibrated. Uses the base game vehicle animationNode setup.
(NOTE: Implemented, but not tested as of yet.)
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle type="customSurveyor">
...
<surveyor trigger="0>1" offsetY="1.7">
<animations>
<animationNode ...>
</animations>
</surveyor>
</vehicle>