road_network
Settings for all the scene's roads: drive side, signal timing, lamps lit, cut-and-fill, ground cover clearing, wet pavement and wear.
In scene text
road_network { drive_side "…" green 1 amber 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 28
| Field | Type | Unit / range | What it does |
|---|---|---|---|
drive_side | text | — | Which side traffic drives on. |
green | number | s, 2 … 120 | Signal green time per phase. |
amber | number | s, 1 … 10 | Signal amber time. |
all_red | number | s, 0 … 10 | All-red gap between phases. |
lamps_lit | true / false | — | Street lamps light up (night). |
conform | true / false | — | Cut and fill the land under roads and blend the banks. |
shed_foliage | true / false | — | Clear ground cover off roads. |
wetness | number | 0 … 1 | Damp pavement. |
puddles | number | 0 … 1 | Puddles on the pavement. |
wear | number | 0 … 1 | Pavement age: fresh black top ... patched and cracked. |
lamp_model | text | — | |
lamp_model_lit | text | — | |
lamp_light | (x, y, z) | — | Where the lamp's light goes, in the lamp model's own frame (just under its lens). |
lamp_tilt | number | deg, 0 … 45 | How far the lamp model's beam leans out over the road from straight down (its arm's rise). |
sidewalk_surface | text | — | |
sidewalk_tile | number | m, 0.25 … 20 | The sidewalk surface's real width. |
kerb_surface | text | — | |
kerb_tile | number | m, 0.25 … 20 | The kerb surface's real width. |
chunk | number | m, 16 … 1000 | Mesh chunk size (culling and draw calls). |
seed | number | 0 … 1.67772e+07 | Variation for wear, patches and props. |
junction_controls | list of text | — | Intersections set by hand: "x z control" (signals, stop, yield, none) for the one within 15 m. |
traffic | number | 0 … 60 | City traffic in play: cars per km of lane kept round the player (copies of cars tagged traffic_template); 0 none. |
traffic_radius | number | m, 60 … 2000 | How far from the player traffic cars live. |
traffic_max | number | 0 … 400 | Most traffic cars at once. |
pedestrians | number | 0 … 400 | People on the sidewalks in play: walkers per km of walkway kept round the player (copies of characters tagged pedestrian_template); 0 none. |
pedestrian_radius | number | m, 30 … 1000 | How far from the player pedestrians walk. |
pedestrian_max | number | 0 … 500 | Most pedestrians at once. |
police | number | 0 … 40 | Police units at most while the player is wanted (two a star; copies of cars tagged police_template); 0 no police. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us