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Documentation > Split Processor

Process one single input fillUnit and split the value into multiple output fillUnits.

Table of Contents

Processor

<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle>
    <materialProcessor
        type="split"
        needsToBePoweredOn="true"
        needsToBeTurnedOn="true"
        canToggleDischargeToGround="true"
        defaultCanDischargeToGround="false"
        canDischargeToGroundAnywhere="false"
        canDischargeToAnyObject="false"
    >
        ...
    </materialProcessor>
</vehicle>

Attributes

Name Type Required Default Description
type string Yes Processor type split
needsToBePoweredOn boolean No true Vehicle needs to be powered on
needsToBeTurnedOn boolean No true Vehicle needs to be turned on (requires turnOnVehicle specialization) 1
canToggleDischargeToGround boolean No true Whether player can toggle discharge to ground or not
defaultCanDischargeToGround boolean No false Default value for discharging to ground setting
canDischargeToGroundAnywhere boolean No false Bypass land permissions when discharging to ground
canDischargeToAnyObject boolean No false Bypass vehicle permissions when discharging to object/vehicle

Configurations

vehicle.materialProcessor.configurations.configuration(%)
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<vehicle>
    <materialProcessor type="split">
        <configurations>
            <configuration name="$l10n_myConfigurationName" litersPerSecond="500">
                <input fillType="DIRT" fillUnit="3">
                    <output fillType="GRAVEL" fillUnit="4" ratio="0.3" />
                    <output fillType="SAND" fillUnit="5" ratio="0.7" />
                </input>
            </configuration>

            <configuration name="Filter gravel" litersPerSecond="800">
                <input fillType="GRAVEL" fillUnit="3">
                    <output fillType="SAND" fillUnit="4" ratio="0.1" />
                    <output fillType="STONE" fillUnit="5" ratio="0.9" />
                </input>
            </configuration>

            <configuration name="Screen sand" litersPerSecond="800">
                <input fillType="GRAVEL" fillUnit="3">
                    <output fillType="SAND" fillUnit="4" ratio="0.1" />
                </input>
            </configuration>
        </configurations>
    </materialProcessor>
</vehicle>

Attributes

Name Type Required Default Description
litersPerSecond int Yes 400 Amount of liters per second processed by input.
litersPerSecondText string No Set custom liters per second text in GUI. L10N string supported.
name string No Display name in GUI. L10N string supported.

Input

vehicle.materialProcessor.configurations.configuration(%).input

Attributes

Name Type Required Default Description
fillType string Yes Name of filltype used for input
fillUnit int Yes Input vehicle fillUnitIndex
displayNode node No Set custom node for HUD display position
displayNodeOffsetY float No Y offset position for HUD display

Outputs

vehicle.materialProcessor.configurations.configuration(%).input.output(%)

Attributes

Name Type Required Default Description
ratio float Yes Ratio of output to input (50% = 0.5)
fillType string Yes Name of filltype used for output
fillUnit int Yes Output vehicle fillUnitIndex
displayNode node No Set custom node for HUD display position
displayNodeOffsetY float No Y offset position for HUD display
visible boolean No true Output visibility in HUD and GUI

Remember to add corresponding fillUnit discharge node entries if you want to enable multiple discharge nodes to function simultaneously.

Discharge nodes

vehicle.materialProcessor.dischargeNodes.node(%)

The split processor supports using custom discharge node(s) if desired (highly recommended to use instead of the base game Dischargeable).

Footnotes

  1. If the vehicle doesn't have a turn on function it will disregard this setting.