Tunnels
A tunnel is an entrance where the driver stops, a line the vehicle follows, and the arches, brushes and dryer along it. Two tunnels come ready to use: Strawberry and Little Seoul.
How a wash goes
- The driver stops at the entrance, facing the exit. A prompt shows the lowest price.
- E opens the wash menu with the programs and their prices (job discounts and the tunnel percentage included).
- The price is paid, then the vehicle is guided along the line: soap, brushes, rinse, dryer, depending on the program. Everyone nearby sees the same wash.
- At the exit the vehicle is clean, and waxed if the program includes wax.
The entrance refuses the wash when:
- the tunnel is already in use (one vehicle at a time);
- the vehicle faces the wrong way;
- another vehicle blocks the lane;
- the vehicle class is blocked, or the vehicle is too wide (
BlockedClasses,MaxVehicleWidth); - the vehicle is already clean and
RequireDirtis on; - the player cannot pay.
The tunnel editor
Open it with /nay:carwash, or with Manage tunnels on the Car Wash page of /nay. It needs the scope nay_car_wash.config.
The manager lists the tunnels: go to one, edit it, open or close it, delete it. To add one:
Create here: stand at the entrance, facing the exit. Or Copy one of the base game car washes.
Pick an element (entrance, line start and end, arches, brushes, dryer) and move it with the buttons or the keyboard:
- arrows: forward, back, left, right along the lane;
- Page Up / Page Down: height;
- Q / E: rotate;
- Tab: next element.
Three step sizes are available for fine adjustments.
To my position and To ground snap the selected element. Walk around (G) frees the mouse so you can move and look. Press G again to get the panel back.
Save tunnel. The tunnel is live for every player right away.
The editor fills the Tunnels setting. Its fields are described on the Settings page.