NML:Livery override: Difference between revisions
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A livery override block offers the option to change the look and behaviour of a wagon depending on the engine it is attached to. It is basically the same as a graphics-block, except that it only applies to a particular combination of an engine and a wagon. E.g. passenger wagons could adapt their livery to match the engine, to make the consist look like a multiple-unit train. The spritegroup needs to be defined before it can be used in a livery override. A livery override block is always part of the engine definition and looks like |
A livery override block offers the option to change the look and behaviour of a wagon depending on the engine it is attached to. It is basically the same as a graphics-block, except that it only applies to a particular combination of an engine and a wagon. E.g. passenger wagons could adapt their livery to match the engine, to make the consist look like a multiple-unit train. The spritegroup needs to be defined before it can be used in a livery override. A livery override block is always part of the engine definition and looks like |
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Revision as of 16:30, 21 August 2011
Vehicles, Stations, Roadstops, Canals, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Bridges, Badges, Terrain

A livery override block offers the option to change the look and behaviour of a wagon depending on the engine it is attached to. It is basically the same as a graphics-block, except that it only applies to a particular combination of an engine and a wagon. E.g. passenger wagons could adapt their livery to match the engine, to make the consist look like a multiple-unit train. The spritegroup needs to be defined before it can be used in a livery override. A livery override block is always part of the engine definition and looks like
livery_override (vehicleID) {
spritegroup_name
}
For an example see the spritegroup