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docs/vehiclesplus/configuration/plugin.md

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Plugin Configuration Configure the VehiclesPlus plugin. true 2023-07-22T09:20:23.417Z markdown 2023-07-22T09:20:23.417Z

Plugin Configuration

Configure the VehiclesPlus plugin.

config.yml

This file includes generic configuration settings. Per setting will be explained what it means as a comment (#).

# DO NOT CHANGE
config-version: 1.0.4

# Changes the language file it uses for the messages
# For more details, check out the Language section below.
locale: en

# If true, vehicles can drive over slabs
canDriveOverSlabs: true

# If true, vehicles can drive over full blocks
canDriveOverBlocks: true

# The division made to decide the price of a reperation
# If the vehicle costs 350.000, the reperation will cost 350.000 / 100 = 3500
repairCostDivision: 100.0

# If true, vehicles can take damage at interaction of blocks / entities
vehicleDamage: true

# If true, vehicles will stop at collision
entityCollisionStop: true

# If true, the colliding vehicle will get damage at collision
entityCollisionDamageSelf: true

# If true, the colliding entity (for example player) will get damage at collision
entityCollisionDamageEntity: true

# The cost of chaning the name of a vehicle
renameCost: 1000.0

# The cost of changing the owner of a vehicle
ownerChangeCost: 1000.0

# Will not do anything at the moment
onlySpawnOnSpawnpoints: false

# If true, players will get an actionbar when controlling a vehicle (with speeds, health, etc.)
showActionBar: true

# If true, vehicles spawn in the locked state
vehiclesSpawnLocked: true

sounds.yml

This file changes the sounds used per base vehicle.

Example file

Per setting will be explained what it means as a comment (#).

# Below are all the available sounds, applied on the base vehicle 'examplecar'.
sounds:
  examplecar-engine-idle:
    # The sound to play
    sound: car.idle
    # The duration (ticks) to play it for (PAY ATTENTION: some sounds do loop)
    duration: 6
  examplecar-engine-start:
    sound: car.start
    duration: 2
  examplecar-engine-accelerate:
    sound: car.accelerate
    duration: 2
  examplecar-engine-driving:
    sound: car.driving
    duration: 2
  examplecar-engine-slowingdown:
    sound: car.slowingdown
    duration: 2

Adding new sounds

To add the sounds for another base vehicle, just copy the default list and change all the settings. Do NOT copy the [...], instead copy the part below it and paste at the end of the file.

[...]
  newbasevehicle-engine-idle:
    sound: car.idle
    duration: 6
  newbasevehicle-engine-start:
    sound: car.start
    duration: 2
  newbasevehicle-engine-accelerate:
    sound: car.accelerate
    duration: 2
  newbasevehicle-engine-driving:
    sound: car.driving
    duration: 2
  newbasevehicle-engine-slowingdown:
    sound: car.slowingdown
    duration: 2