![]() So, if you want to override hat for German police officers, the image path should look like this: png file, named the same way as the type of the hat that it need to override. Hat images should be 61圆1 pixels large, with a transparent background. MyMods/German Hats (or any other name)/Hats/DE/ The difference is in naming of this folder - to override default hats, name it "default", to override hats for specific country name it with proper 2-letter iso code of chosen country įor example if you want to create a mod with custom hats for team members when playing in any city in Germany, your mod directory should look like this: In both cases you need to create "Hats" folder in your mod directory, and another one (with your hats images) in it. ![]() There are two ways to override team member's hats in game: override the default ones or create a set for a specific country. The Chasing helicopters is done this way. If you want to change only one or few vehicles, it's good practice to remove other, unchanged lines from file, to prevent overriding other mods. "ve_poltrans" is default (4 team member, 6 transport seats max). Note that using model that has less member/transport seats than specified in xml may cause errors. For example, if you type "ve_medvan", your vehicle will have 3 team member seats and 2 transport seats. It should be id of any of built in vehicles, and it will have same amount of team member and transport seats as chosen vehicle. OnsiteModel - which model should vehicle use on on site view. Note that it is STAGE dependent: first duty on middle counts as 4th duty overall, and first duty on senior/principal counts as 16th duty overall. 1 means it will need to be unlocked by console or story module. 1 means it will be unlocked from begining, 2 - on second duty etc. UnlockOnDuty - on with duty vehicle should be unlocked. Used in bikes, bicycles etc.ĬhaseProficiency - how good the is vehicle at stopping pursuit incidents. Terrain - only to determinate if vehicle is moving on road or flying (terrain = "air").ĪllDrive - if true, then all team members need to be able to drive (need to be humans). Upkeep - per duty cost for using this vehicle. TransportSeats - how many injured or suspects vehicle can take (max 6 for default onsiteModel). TeammembersSeats - how many team members can be assigned to vehicle (max 4 for default onsiteModel). 0 means unit will drive with default traffic speed. TrafficSpeedModif - multiplied by maxSpeed gives value, which is used when unit is going through traffic. 1 means no modifier, 0.25 means vehicle will go with only 25% of it's maxSpeed. OffroadSpeedModif - speed penalty for driving offroad. ImmobilizedBy - what type and value of weather immobilize vehicle Visibility - 1 means that incidents won't spawn near this vehicle.Īrmour - percentage chance (0-1) that team member using this vehicle will dodge the bullet.Īcceleration - how fast vehicle will get to max speed, abstract value. Will be converted to your city currency, as all prices are in the game. Vehicle can have more than one bonus (look ve_fireheli). ARMY is currently not used, and CIVILIAN is for vehicles used by running scenes.īonuses - type and value of vehicle's bonus(es) (SEARCH/INJURED/FIRE/TECH/TALL/DYING). Type - type of unit (FIRE/MEDICAL/POLICE). If you want to modify an existing vehicle, chose the line with the desired id, and change it's other properties. Copy it to your mod's "Vehicles" folder, and change whatever you want: Modifying vehcilesThe simplest way of modifying ingame vehicles, is to use our xml file with vehicles definitions, from StreamingAsstes/Vehicles/vehicleTypes.xml.
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