Attachment Effect: Difference between revisions

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name: A name to be used for this effect.
name: A name to be used for this effect.
:Text.
:Text.
:Optional.  Default is a null string.
:Optional.  (obsolete) Default is a null string.


att: The attachment point at which this mesh should be attached.
att: The attachment point at which this mesh should be attached.
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:Optional. Default 0.
:Optional. Default 0.


default-mesh: The mesh to be attached at this attachment point.
default-mesh: The asset kuid to be attached at this attachment point.
:Name. The name of a mesh file.
:KUID. The asset kuid of a mesh file.
:Optional. No default. The effect is not applied if the mesh name is not provided.  When the attachment effect is used with a script, this mesh name may be changed during game play.  For instance, a FRED may be managed by switching this mesh between a mesh for the device and NULL to display/remove the FRED depending on whether the traincar is at the end of the consist.  Note: The asset may not pass validation checks if a name is not provided.  
:Optional. No default. The effect is not applied if the mesh name is not provided.  When the attachment effect is used with a script, this mesh name may be changed during game play.  For instance, a FRED may be managed by switching this mesh between a mesh for the device and NULL to display/remove the FRED depending on whether the traincar is at the end of the consist.  Note: The asset may not pass validation checks if a name is not provided.  



Latest revision as of 03:04, 2 May 2022

The Attachment effect kind is a "mesh-table" Container effect container. The following tags are supported:

kind "attachment"
name ""
att ""
surveyor-only 0
default-mesh <NULLKUID>
use-default-lighting 0

Explanations and default values

An attachment effect is used to add a mesh to an attachment point in a mesh included in the mesh-table container. It is typically used in conjunction with a script to alter the asset appearance during game play.

kind: The kind for this effect container.

Text.
Compulsory "attachment".

name: A name to be used for this effect.

Text.
Optional. (obsolete) Default is a null string.

att: The attachment point at which this mesh should be attached.

Name. The name of an attachment point in a mesh in the mesh-table.
Compulsory. The attachment point must exist.

surveyor-only: Indicates whether this attachment should appear only in Surveyor (eg, a placement guide) or should appear in Surveyor and in Driver.

Type Boolean. 0 = the effect will appear in Surveyor and in Driver, 1 = the effect will appear only in Surveyor.
Optional. Default 0.

default-mesh: The asset kuid to be attached at this attachment point.

KUID. The asset kuid of a mesh file.
Optional. No default. The effect is not applied if the mesh name is not provided. When the attachment effect is used with a script, this mesh name may be changed during game play. For instance, a FRED may be managed by switching this mesh between a mesh for the device and NULL to display/remove the FRED depending on whether the traincar is at the end of the consist. Note: The asset may not pass validation checks if a name is not provided.

use-default-lighting: A Boolean value indicating whether default lighting should be applied to the attached mesh.

Minimum Build Number: 3.9.
Boolean.
Optional. Default 0 (False) - the default lighting will not be applies to the attachment.