Vehicle Pack API

The Vehicle pack API is the update 0.4.0 is focused on adding, The vehicle pack API will allow anybody to make addons for Improved Conquest Mode which can add, replace or remove vehicles from the enemy AI's arsonal.

## Using a vehicle pack

In order to get a vehicle pack to work, you'll need to make sure that all below requirements are met:

* Default Paths is enabled
* DLC Weapons AI is disabled
* Improved Conquest Mode is enabled
* The vehicle pack is enabled

And then once you load into the world, the vehicle pack should work!

## Creating a vehicle pack

There can be multiple enemy AI vehicles loaded at once, so while the following is not required to get the vehicle to work, it is best try to follow them to have the best performance with the addon

### Best Practices

* Physics Flood all interior spaces
* Reduce number of paintable indicators and signs, as they use up quite a bit of render usage in high amounts, lowering the TPS
* Reduce unnecessary detail, such as detailing in interior spaces.
* Remove unnecessary sub-bodies ie: spinning objects for decoration
* Remove unused microcontrollers
* Disconnect power from any unused decoration components, such as radars, lights, etc.
* Disconnect power from all monitors, and remove all display specific microcontrollers, as displays/monitors are quite expensive.

### Getting Vehicle to function with AI

#### Driver

##### Land AI

For land vehicles, the driver seat must be named "Driver".

Steering [Axis 1, default a/d]

* **Mode:** Reset
* **Sensitivity:** 100%
* **Connection**
	+ Front Wheel Steering Vehicles: Best to connect to a steering controller, and then outputted to the wheels. Otherwise alot of overshooting will occur at high speeds
	+ Track Steering Vehicles: Best to connect to a track steering controller, which controls a individual clutch and gearbox for the wheels on each side of the vehicle.

Throttle [Axis 2, default w/s]

* **Mode:** Reset
* **Sensitivity:** ~25% (Can be tuned, but going closer to 100% can cause jitter, and closer to 0% can cause overshooting)
* **Connection**
	+ Front Wheel Steering Vehicles: Connect to Engine/ECU, you may need to ABS it beforehand, depending if it supports negative throttle values. And as well, hook it into a MC/logic gate where when the throttle is lower than 0, then toggle a gearbox to put it into reverse.
	+ Track Steering Vehicles: Best to connect to a track steering controller, and then combines with A/D input and then sends to an ECU/Engine

Engine On/Off [Hotkey 1, default 1]

* **Mode:** Toggle
* **Connection:** Connect to an ECU/Engine toggle on/off, and then also connect it to a NOT gate, with the ouput going to the wheel's parking brake input, that way when the engine is off the vehicle doesn't slide around.

##### Boat AI

For sea vehicles, the driver seat must be named "Captain", and it's AI Mode set to "Boat AI"

Steering [Axis 1, default a/d]

* **Mode:** Reset
* **Sensitivity:**
* **Connection:** Usually can be directly connected to rudders, if using fluid jets, then you'll need a microcontroller to properly control them.

## Tags

This section contains information about each tag available when creating a vehicle pack. This will be split into multiple sections

CASE SENSITIVE

### Vehicles

Land only

Plane only

### Spawn Zones

All vehicle types
 NSO

Boats only

Turrets only

### Capture Points

 can\_spawn=<?>
can\_spawn="heli"
 land\_access=<?>

Tags section written by Justin on 2/28/2023