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SURVEYOR.md

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Surveyor

Supports optional foldable specialization.

Vehicle type

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 XML

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.

Object changes

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>

Animations

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>