I really love to play around in traffic, make it look as awesome as possible, and be able to choose what to add on to NPC traffic. I have tried to add variants in the new format, but it doesn't seem to work.
Let's say we have a truck_2dr_flatbed01.xtbl and want to add variants in the new format:
As of currently, they won't spawn, no matter what, I tried adding them as cheats, and nothing happened at all.
So, my proposal is for the mod parsing code to look for newly added vehicle variants through new vehicle_containers.asm_pc, even if they're applied on already existing vehicles.
This way modders can easily just make a new variants table, crunch it, package it, and add the new variants in a blank vehicle_containers.asm_pc, which they can in turn add in their mod packfile together with all the vehicle files.
I hope I have provided enough information on this, and if I did, I hope you can make it work.
Let's say we have a truck_2dr_flatbed01.xtbl and want to add variants in the new format:
Code:
<root>
<Table>
<Vehicle>
<Name>truck_2dr_flatbed01</Name>
<Variants>
<Variant>
...
</Variant>
<Variant>
...
</Variant>
</Variants>
</Vehicle>
</Table>
</root>
As of currently, they won't spawn, no matter what, I tried adding them as cheats, and nothing happened at all.
So, my proposal is for the mod parsing code to look for newly added vehicle variants through new vehicle_containers.asm_pc, even if they're applied on already existing vehicles.
This way modders can easily just make a new variants table, crunch it, package it, and add the new variants in a blank vehicle_containers.asm_pc, which they can in turn add in their mod packfile together with all the vehicle files.
I hope I have provided enough information on this, and if I did, I hope you can make it work.