Parts
Parts that need to be added to the vehicle for completion.
If bone and bone doesnt exist on the vehicle, it will default to fitted to prevent unfinishable projects
label:
type: string
searchChance:
type: number
Set to 0 if you dont want this item to be searchable
Think of names in a hat, how many times is this name in the hat?
weight:
type: number
The weight of the item in the inventory
tools?:
type: table (object)
Tools required to fit this part ex: {funnel = 1}
item?:
number
Quantity required
consumables?:
type: table (object)
Consumables required to fit this part, these will be removed.
item?:
number
Quantity required
anim?:
type: table (object)
dict?:
string
Must specify either scenario or dict
clip:
string
flag?:
number
time?:
number
time required to fit the part
reqParts?:
type: table (array)
other part names required before fitting this part
model?:
type: string (prop name)
the model name of part that is carried in hand/placed on floor whilst installing
applyRange?:
type: number
the maximum range from vehicle this part can be installed
applyAtBone?:
type: string
the bone where this part needs to be applied at (ex: "engine" for coolant)
canStart?:
function triggered when trying to start project vehicle
type: function
(itemExists, _type)
Parameters
type: boolean
if this part is applied or not
Return
Wether or not the car can start, based on this part
removePart?:
function triggered to remove parts from base vehicle
type: function
(self, entity, _type)
type: object
the car object
addPart?:
function triggered when part is added
type: function
(self, entity, _type)
type: object
the car object
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