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The same cargo everywhere


WooQash

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Hello,

I started creating modifications that allow me to take from the market one and the same load (eg. a yacht) from each company (in other words, only one and the same trailer is available on the entire map in market) but I would like that after switching off this modification (or wanting to be more precise I mean enter the multiplayer mode thanks to the TruckersMP mod) I still have a hooked yacht and the game to see that it is a yacht with a given weight (not a cement for example).

I have created several versions of this modification, but each has some disadvantages.

Version 1 (base) - Download

Se5DSGj.png

This is a base version of modyfication. This is only visual change of trailers but the cargos and weights are not changed.

Every files in \def\vehicle\trailer\ location has changed. For example:

brick_trailer.sii

 

 

Spoiler

trailer: trailer.brk_trailer
{
    accessories[]: .brk_trailer.tchassis
    accessories[]: .brk_trailer.trwheel0
    accessories[]: .brk_trailer.trwheel1
    accessories[]: .brk_trailer.trwheel2
    accessories[]: .brk_trailer.cargo
}

vehicle_accessory: .brk_trailer.tchassis
{
    data_path: "/def/vehicle/trailer/overweight/chassis_b.sii"
}

vehicle_wheel_accessory: .brk_trailer.trwheel0
{
    offset: 0
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory: .brk_trailer.trwheel1
{
    offset: 2
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory: .brk_trailer.trwheel2
{
    offset: 4
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_accessory: .brk_trailer.cargo
{
    data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii"
}

 

 

excavator.sii

 

Spoiler

trailer: trailer.overweight.excavator
{
    accessories[]: .overweight.excavator.tchassis
    accessories[]: .overweight.excavator.trwheel0
    accessories[]: .overweight.excavator.trwheel1
    accessories[]: .overweight.excavator.trwheel2
    accessories[]: .overweight.excavator.cargo
}

vehicle_accessory: .overweight.excavator.tchassis
{
    data_path: "/def/vehicle/trailer/overweight/chassis_b.sii"
}

vehicle_wheel_accessory: .overweight.excavator.trwheel0
{
    offset: 0
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory: .overweight.excavator.trwheel1
{
    offset: 2
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory: .overweight.excavator.trwheel2
{
    offset: 4
    data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_accessory: .overweight.excavator.cargo
{
    data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii"
}

 




Version 2 Download

2K7nbQC.png

Here I modifired the same files as in version 1 but here in additional I edit a every .sii files in \def\cargo\ directory without subfolders. For example:

acetylene.sii

 

Spoiler

cargo_data: cargo.acetylene
{
	name: "@@cn_yacht@@"
	group[]: machinery
	volume: 1
	mass: 65
	unit_reward_per_km: 0.2778
	unit_load_time: 30
	body_types[]: _overchtyaht
	body_types[]: _schwchtyaht
	valuable: true
}

 

 

carrots.sii

 

 

Spoiler

cargo_data: cargo.carrots
{
	name: "@@cn_yacht@@"
	group[]: machinery
	volume: 1
	mass: 65
	unit_reward_per_km: 0.2778
	unit_load_time: 30
	body_types[]: _overchtyaht
	body_types[]: _schwchtyaht
	valuable: true
}

 

 

 

The success is even ok, but only partially. Yes, all loads are called Yacht, weigh 6.5 tons, but in the game files they are still not yachts and after switching off the modification the appearance of the trailer itself remains as a yacht, but the game informs me that I carry, for example, cement weighing 22 tons.

This is a section of game save after save with this mod:

 

Spoiler

trailer : _nameless.21d.0e5a.2a30 {
 trailer_definition: trailer_def.cement.cement
 cargo_mass: 6500
 cargo_cog_offset: (0, 1, 0)
 cargo_damage: &3b4e0271
 virtual_rear_wheels_offset: 0
 slave_trailer: null
 is_private: false
 accessories: 5
 accessories[0]: _nameless.21d.07f9.85a0
 accessories[1]: _nameless.21d.0c18.47f0
 accessories[2]: _nameless.21d.0c18.56d0
 accessories[3]: _nameless.21d.0c18.4860
 accessories[4]: _nameless.21d.07f9.8a80
 odometer: 0
 odometer_float_part: &3eb77311
 trip_fuel_l: 0
 trip_fuel: 0
 trip_distance_km: 0
 trip_distance: 0
 license_plate: "ELW V365|poland"
}

vehicle_accessory : _nameless.21d.07f9.85a0 {
 wear: &3b4dd87d
 data_path: "/def/vehicle/trailer/overweight/chassis_b.sii"
}

vehicle_wheel_accessory : _nameless.21d.0c18.47f0 {
 offset: 0
 paint_color: (1, 1, 1)
 wear: &39f703cb
 data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory : _nameless.21d.0c18.56d0 {
 offset: 2
 paint_color: (1, 1, 1)
 wear: &39f703cb
 data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_wheel_accessory : _nameless.21d.0c18.4860 {
 offset: 4
 paint_color: (1, 1, 1)
 wear: &39f703cb
 data_path: "/def/vehicle/t_wheel/overweight.sii"
}

vehicle_accessory : _nameless.21d.07f9.8a80 {
 wear: 0
 data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii"
}

 


This is a 2 main versions of mod but I try to every variables:

Version 3: with *.sii files in \def\cargo\*\ location and try to change a trailer def:

 

Spoiler

SiiNunit
{
trailer_def : trailer_def.acetylene.gooseneck.nonflam.cistern.acetylene
{
	trailer: trailer.gooseneck.nonflam.cistern.acetylene
	gross_trailer_weight_limit: 17800 ...

 

 

 

but this is not working,

Version 4: with edit a \def\cargo.sii and similar from DLCs and try to remove all @include except a yacht cargo. It even worked but the number of generated trailers in market not satisfied me because I would like a many the same trailers from the one city (in this example from Poznan I have one yacht trailer and from Lodz I have nothing).

Version 5: with edit a \def\vehicle\trailer_storage.sii and similar from DLCs and try to remove all @include except a yacht trailer but it works the same or worse than the previous example (v4).


Sincerely? I ran out of ideas, so I thought to try and ask for help here. Maybe some of you know the golden mean for my problem. I want the modification to always show that I am carrying a yacht (as a trailer and as a cargo in information - F6 or menu) and that it doesn't generate an economy reset. Examples 1 and 2 don't generate an economy reset, but the others probably do.

rtrn263.png

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  • 2 weeks later...
  • 2 weeks later...

Hello there,

 

Because this topic has been inactive for 14 days I am going to close this topic to keep the forums organised. Topics are started very frequently on the forums, so we need to make sure that the more active topics remain open for discussion.

 

Thank you to everyone for your opinions!

 

If you wish to get your topic unlocked, feel free to contact me.

 

//Locked and Moved to Archive

 

 

 

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