From Rigs of Rods Wiki
Ok, so here we are going to look at extra details that we can add to our truck to give a better and more professional look.
First Off, adding author details. These will show people that you made the truck, and whoever helped you. So how do we do it?
Well, first of all we need to find the appropriate place in the .truck file to put it. I recommend under the globals section, however some other locations work. Like this:
This is a basic layout of what means what:globals ;mass, texture 28000.0, 1000.0 author chassis -1 Myusername author texture 69 Helpersusername
author <type> <authorid> <authorname> <email>
So lets break it down into sections. author This must go in front of all author lines to indicate that it is author details.
<authorid> This is your, or your helpers forum ID. This helps make people easier to find so people can contact you or find other creations by you. If you want to leave this out, or don't have an ID use -1
<authorname> This is simply your username. You can use underscores to break up words as shown below but do not use spaces.
Here is what your final section should look like:
<email> Your email address should you choose to enter it, other wise just leave it out.
author chassis -1 Myname Myname@provider.com author mesh 545 Harryhelper Helper@provider.com author texture 8857 your_name firstname.lastname@example.org
Description of truck
description My first truck used for hauling on all maps end_description
Put this below your author details, its pretty easy. Add some text , only 3 lines can be used. Then add end_description to close the section.
You can use this to make you truck tow-able, get tied onto trailers or boats. There has been many other inventive uses for them along with ties. Ropables are simply nodes that can be caught by ties or ropes.
ropables 5 7
Each number refers to the node number. They tend to go around here in the truck file, but it is not imperative:
commands ropables ties props
As mentioned above ties are a very useful way of locking things into place. To see where they go in the truck file look above. Ties can shorten very easily because they have no compression strength but they have the standard extension strength. They are used in game by press the "O" key, this triggers the tie to look for the nearest ropable and then contract until it is tight. When they are not in use they will not appear in like ropes.
So how do we add them?
Go to your ties section, or create one. Your final one will look like this:
ties ;root, max len, rate, short, long , flag, maxforce 1,5,0.5,0.7, 1.0,n,5000 5,5,0.5,0.7, 1.0,i,12000 8,5,0.5,0.7, 1.0,i,12000 9,5,0.5,0.7, 1.0,n,5000
Lets break it down into sections.
;root This is from where your tie will originate from.
max len How far it can reach.
rate The rate of how fast the tie will shorten.
short How much the tie will contract to.
long The maximum length of your tie.
flag Make the tie invisible all the time, or visible. Flags are an optional part of the tie section so they are not mandatory. n will make it visible which is default if you don't add a flag, and i makes it invisible.
maxforce This is measured in newtons, and is also no mandatory to the tie section. The default maxforce is 12000, maxforce is the force which stops the ties once they have shortened all the way.
The help section gives the name material used for the help panel on the dashboard, like the one on some of the DAF trucks. This material must be defined elsewhere in the MaterialFile. This is completely optional.
The code is very basic, declare the section then declare the material to use on the next line.
Fileinfo is the section of .truck that tells RoR what section your truck should be under. For example if you made a bus, the best location for it go would obviously be "Buses". Without this section, your files will go under unsorted which would leave your file hard to find, and wouldn't look very good to the standard user who downloads your creation.
Ok so what do we add? Here is a completed section:
fileinfo <uniqueid>, <categoryid>, <fileversion> ; example: fileinfo 000UID, 107, 2
uniqueid, this section shows the user what the file ID is, it is unique to every vehicle. You get one by adding uploading your file to the repository,there you will be issued one however if you don't have on enter -1 . To get it, go to : http://repository.rigsofrods.com/uniqueid/
categoryid organizes your truck into a category within the truck menus.
Here is a list of what categorizes are available to you,
;;; vehicles 108, Other Land Vehicles 146, Street Cars 147, Light Racing Cars 148, Offroad Cars 149, Fantasy Cars 150, Bikes 155, Crawlers 152, Towercranes 153, Mobile Cranes 154, Other cranes 107, Buses 151, Tractors 156, Forklifts 159, Fantasy Trucks 160, Transport Trucks 161, Racing Trucks 162, Offroad Trucks 110, Boats 113, Helicopters 114, Aircrafts 117, Trailers 118, Other Loads
To find more ie for terrains go to :
fileversion, this opens the possibility to update this mod. the version should be simple integers: 1 for version one, 2 for version two and so on. The version number is an integer number, so do not use character other than 0-9.
This single keyword placed in the truck file will make the truck a rescuer, like the Scania Wrecker, it can be entered by pressing "R."
ForwardcommandsForwards the command keys pressed while riding a truck to loads in close proximity. It is used to remote control the commands of a load. The load must have the "importcommands" tag.
ImportcommandsEnables a load to receive command keys from a manned vehicle in close proximity. The controlling vehicle must have the "forwardcommands" tag. The load only receives the keys that are pressed by the player, it must contain a commands section. Commands section for loads is defined in the same manner as in manned trucks.