Outdated Waypoints (paths) for cars - v1.0.7

Discussion in 'Programming' started by Incognito, Aug 16, 2013.

  1. Cadenza

    Cadenza
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    Apr 28, 2014
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    Re: Waypoints (paths) for cars

    Great work!

    Maybe you could add grid spawning to your code?

    So something like:
    wayPoints.setupRace(numberOfCars, "filename", "car template name") {
    ... for loop in
    numberOfCars {
    ... code to spawn a car ...
    wayPoints.loadWayPoints(spawnedCarId, "filename")
    }

    wayPoints.runAllCars()
    }

    I'm not familar with LUA scripting and beamng syntax, but I'll try to dig into. If I get it to work I'll post an update!

    Spawning the grid should look like: P = Player C = CPU
    P _
    _ C
    C _
    _ C
    ... and so on...

    Cheers
    Cadenza

     
  2. Incognito

    Incognito
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    Aug 4, 2013
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    Re: Waypoints (paths) for cars

    Update to v1.0.6.
    Changelog:
    • some fixes;
    • added ui app; yeah, its ugly :)
     

    Attached Files:

    • 2014-06-25 18-19-49 Скриншот экрана.png
    • 2014-06-25 18-22-48 Скриншот экрана.png
    • 2014-06-25 18-23-20 Скриншот экрана.png
  3. jammin2222

    jammin2222
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    386
    Re: Waypoints (paths) for cars

    Nice work. Are you planning on adding more buttons to the app for the other commands, like start and stop for individual cars? It would be great if the app could handle it all so you don't need to use the console.
    I'm going to have fun with this :cool:
     
  4. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    Yeah. I will add these buttons. But a little bit later :)
     
  5. Jujune

    Jujune
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    Re: Waypoints (paths) for cars

    Hmm it doesnt work for me.

    Ive installed it in these folders.
    Getting the app in game. But when i´m clicking on "record Waypoints" the game lags a bit but nothing else happens.
    When i click on any other button nothing happens.
     
  6. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    You have made changes in main.lua?
    Any error messages in console?

    - - - Updated - - -

    Added install script for quick install via Lua-mod-installer.
     
  7. sparkyjnr411

    sparkyjnr411
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    Re: Waypoints (paths) for cars

    when i type "wayPoints.runCar(1)" it says car was run but i dose not move ? any clue on what im doing wrong ?
    and i have installed the app but how do i get up the app ?
     
  8. KennyWah

    KennyWah
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    Re: Waypoints (paths) for cars

    Did you use the lua mod installer
    Lua-mod-installer:confused:

    It properly installs the mod, imports lua and everything so you don't have to worry about anything, otherwise 99% of the time the mod does nothing because people miss a step.


    If you do use this you must download the install script version that he set up.
    InstallScript_1.0.6.zip

    also the app will be installed by this as well and will give you the app inside the gear thing that you click in-game to add ui apps to your screen and it will be like "Waypoints App" with no preview picture.
     
    #128 KennyWah, Aug 28, 2014
    Last edited: Aug 28, 2014
  9. Theo20023

    Theo20023
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    Re: Waypoints (paths) for cars

    It crashes after I try to save the waypoints. I also can't see the CarId in the dropdown menu, its just an arrow...
     
  10. KennyWah

    KennyWah
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    Re: Waypoints (paths) for cars

    experimental builds do that for me too. the stable build works however. /=
     
  11. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    In the last experimental build save function should work :)
     
  12. firestarspelt

    firestarspelt
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    Re: Waypoints (paths) for cars

    made a 20 mile long path and it just freezes with game not responding and doesnt recover
     
  13. mumblz

    mumblz
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    Re: Waypoints (paths) for cars

    Just going to assume that if you get the WayPoints.zip file, would you need the InstallScripts.zip file? I'll test and get back so you don't screw up your game... (I'm relatively new to coding and everything.

    - - - Updated - - -

    The wheels are turning, but the car is staying stationary...
     
  14. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    You can install manually (WayPoints.zip) or automatically (InstallScript.zip).
    It's bug. I didn't manage to define yet the reasons why it occurs. Try to launch cars when they go with a low speed (1-2 km/h), it has to help.
     
  15. Mopower77

    Mopower77
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    Re: Waypoints (paths) for cars

    This mod is quite interesting... I'm wondering, is there a way that the ai could be made to pick random targets instead of all focusing on the player? Perhaps in a derby they could chase each other and randomly switch to the player after making contact?

    Good work :)
     
  16. Crashumup

    Crashumup
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    Re: Waypoints (paths) for cars

    Hi i am having troble getting the ui apps to work i know its probably somewhere and ill feel dumb for not seeing it but plz help i cant find it!:(
     
  17. RayRodrigezz

    RayRodrigezz
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    Re: Waypoints (paths) for cars

    How i can stop the cars, or reset the waypoint that i can start from the start point?
     
  18. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    AppName: WaypointsGUI

    Use wayPoints.stopCar(carId)
    Here's no such option.
     
  19. RayRodrigezz

    RayRodrigezz
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    Re: Waypoints (paths) for cars


    Thanks for the fast answer my friend. :)

    For the reset function, is it possible to stop all cars, then load the the waypoints for the cars again, and start it again? Do they start from the start position then? :)
     
  20. Incognito

    Incognito
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    Re: Waypoints (paths) for cars

    Yes, but the car will follow to the first point from the current position and you should stop each car manually.
    I will add separate function (by means of which will be possible to "reset" waypoints for car) soon.
     
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