![]() Users can also easily have car shops sell modded cars and custom configs. This is implementation is modular in such a way that the shopID set upon entering the Car Shop trigger points to different car shop files so different shops can offer different vehicles at different prices. Purchased cars are saved to the player garage. When the player enters car buying mode the shop system spawns vehicles, the camera changes focus from the player to the first slot and a UI window displays car information like price, model and needed buttons. The car shop system works using custom data files that define available cars, as well as slots and camera transforms. Added spots right now are a gas station, player garage, repair shop, mission area, race area and used car shop. Interactive spots are marked by floating "collectible" prefabs by default but could be turned off with a setting. This is necessary for mechanical damage persistence and allows the repair shop to charge for mechanical damage.Ĭurrently implemented interaction system using triggers that open up UI menus allowing various actions. By following uses of the "damageTracker" lua module I've extracted the table keys needed to access mechanical damage states. The provided damage value on the vehicle information node does not give account for mechanical damage and other damage like flat tires. Mechanical damage is saved to a file alongside the Beamstate file. Mechanical damage persistence is also working using module that extracts VLUA data and fills a table containing detailed mechanical damage. This part of the feature is working properly. Each car owned by the player has it's own Beamstate file. This is working properly and has been added to the project.Įxternal damage is restored using the Beamstate system. Userdata folder structure containing career data, owned car data, various config files. ![]() Here is some more detailed information on technical features.
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