LicensePlatesSkins Reference
Module defined in `lua/common/jbeam/sections/licenseplatesSkins.lua`. Processes license plate and skin setup from active parts data, applying skins to the vehicle object and configuring license plate
Module defined in lua/common/jbeam/sections/licenseplatesSkins.lua. Processes license plate and skin setup from active parts data, applying skins to the vehicle object and configuring license plate rendering.
Exports
Functions
M.process(objID, vehicleObj, config, activePartsData)
Iterates all active parts checking their slotType for license plate and skin indicators. Sets up license plates (format, path), applies skins via vehicleObj:setSkin(), and handles default colors from skin parts.
- Parameters:
objID- number - Vehicle object IDvehicleObj- userdata - C++ vehicle objectconfig- table - Vehicle config (may containlicenseName)activePartsData- table -{partName → part data}map of all fitted parts
- Returns:
self(module table, for chaining)
Internal Notes
- License plate detection: parts with
slotTypecontaining"_licenseplate"or havinglicenseplateFormatfield. - License plate design: parts with
slotTypecontaining"licenseplate_design"providelicenseplate_path. - Default license plate format:
"30-15". - Skin detection:
slotTypecontaining"skin_"or equal to"paint_design". - Skin application:
vehicleObj:setSkin(skinSlot .. '.' .. skinName). - Handles both string and table
slotTypeformats. - License plate text set via
extensions.core_vehicles.setPlateText.
Events Reference
Module defined in `lua/common/jbeam/sections/events.lua`. Processes event definitions and physics triggers from JBeam data, creating trigger objects on the vehicle's C++ object.
Meshs Reference
Module defined in `lua/common/jbeam/sections/meshs.lua`. Processes 3D mesh attachments: physics triangles, props (animated objects), and flexbodies (deformable meshes).