Obnovleno - Sentyabr' 2021 Avtor: Marcos Elias
Faza 3 sistemy modifikatsii kart Proton Bus vvodit Transportnyy Trafik, Poyezda, Funktsional'nyye Svetofory i GPS!
VAZHNO: Chtoby ispol'zovat' eti funktsii, izmenite na
mapModVersion=3v razdele[map]vashego fayla.map.txt.
V faze 3 entrypoints.txt poluchayet novyye parametry.
Vy mozhete ukazat', yavlyayetsya li eto Shosseynym ili Gorodskim marshrutom, sozdav pustyye fayly v papke dest:
intercity.txt: Shosseynyy Marshrut (passazhiry vakhodyat tol'ko v kontse).outofservice.txt: Garazh/Zarezervirovano (nikto ne saditsya).aivehicles)Nastroyka pokhozha na peshekhodov. Sozdayte puti (paths) v 3D (napr.: avBrasil1.000, avBrasil1.001...).

V papke aivehicles (vnutri modelsDir):
[automatic_setup]
enabled=1
loop=0
reverse=0
[defaults]
isSpawner=1
spawnInterval=5
allowBicycle=0
leftBlinker=0
rightBlinker=0
spawnInterval: Interval dlya poyavleniya novykh mashin (uvelich'te, chtoby umen'shit' plotnost').maxSpeed: Maksimal'naya skorost' v km/ch.isBusSpawner=1: Yesli vy khotite, chtoby avtobusy poyavlyalis' na etom puti.aitrains)Poyezda sleduyut po opredelennym rel'sam tak zhe, kak i trafik. Papka: aitrains.

randomTimeToWaitAtStart=1: Pervyy poyezd poyavlyayetsya v sluchaynoye vremya.spawnTimeInterval=120: Interval v sekundakh mezhdu poyezdami (napr.: 2 minuty).trainType=0: Tip poyezda (po umolchaniyu 0).VAZHNO: Poyezda ne stalkivayutsya s prepyatstviyami, poetomu ubedites', chto put' svoboden! Ispol'zuyte vysokiy
spawnTimeInterval, chtoby poyezda ne shli odin za drugim.
Svetofory kontroliruyut potok transportnykh sredstv. Fayly nakhodyatsya v papke trafficlights.

Svetofor rabotayet po sostoyaniyam ili "tikam". Primer:

Konfiguratsiya v txt:
[trafficlight]
prefix=semaforo001
howManyPaths=2
howManyTicks=4
tickInterval=1
triggerRadius=1.5
useRealLights=1
[tick1]
repeat=10
path1_red=0
path1_green=1
path2_red=1
path2_green=0
path1_trigger=0
path2_trigger=1
pathX_red/green/yellow: Opredelyayet, vklyuchen li svet (1) ili vyklyuchen (0).pathX_trigger: Opredelyayet, aktivna li nevidimaya blokirovka na doroge (1) ili net (0).Ispol'zuyte ploskosti s teksturoy (sheyder Additive) dlya ogney. Predlagayemyye imena:
_farol1_path1_green_additive__farol1_path1_red_additive_
Ispol'zuyte nevidimyye triggery, chtoby ostanovit' mashiny:
_farol1_path1_trigger_
Trigger dolzhen nakhodit'sya tam, gde mashiny dolzhny ostanovit'sya:

Forma triggera v dvizhke (kapsula):

Vy mozhete dobavit' real'nyye ogni (Spot/Point) i fal'shivye (svetyashchayasya tekstura). Papka: streetlights.

[streetlight]
prefix=luz001
alwaysOn=0 (0=tol'ko noch'yu, 1=vsegda)
[real]
colorR=1
colorG=0.9
colorB=0.8
range=20
intensity=1
[fake]
texture=glow.png
shader=additive
alwaysFaceCamera=1
_luz001_real_: Ob"yekt dlya real'nogo sveta (point light). Razmestite nemnogo nizhe lampy._luz001_fake_: Ploskiy ob"yekt so svetyashcheysya teksturoy (galo) na lampe.
Primery primeneniya:

Chtoby GPS rabotal, sozdayte mesh, paryashchiy nad marshrutom (dorogoy) s imenem:
_gps_IMYA_ENTRYPOINTA_
Primer: _gps_309T-10 TP_.

SOVET: Yesli GPS ochen' dlinnyy, razdelite yego na boleye melkiye chasti dlya optimizatsii.
_rand_)Ispol'zuyte _rand_XX_ v imeni ob"yketa, chtoby opredelit' shans poyavleniya (v %).
Primer: _rand_50_ (shans 50%).
Razreshennyye chisla: 1, 3, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 95, 99.

_low_speed_zone_: Nevidimyy kub v terminalakh. Predotvrashchayet zhaloby passazhirov na nizkuyu skorost'._force_exit_: Nevidimyy kub ryadom s konechnoy ostanovkoy. Zastavlyayet vsekh vyyti.
_det1)Ob"yekty, nazvannyye s suffiksom _det1.3ds (napr.: arvores_det1.3ds), zagruzhayutsya tol'ko yesli v igre vklyuchena optsiya "Dopolnitel'nyye Detali". Ispol'zuyte dlya tyazhelogo dekora.
Chtoby predotvratit' miganiye tekstur pola, sozdayte fayl .config.txt dlya tekstury (napr.: asfalto.png.config.txt).

Eto ispravlyayet "blesk" na bol'shikh teksturakh landshafta. Ispol'zuyte tol'ko pri neobkhodimosti!
Konets Fazy 3!