This mod allows you to run cars by waypoints (paths). Mod based on simpleAI. Version: 1.0.7 (13.02.2015) Instruction in Help.zip . Extract this archive and run index.html in your browser. Or click here. Archive contains a one path, it is designed for the Desert-Road map. The start point is shown on the screenshot. Github UI App This mod comes with UI App - WaypointsGUI. That app can handle almost all mod commands. How to create waypoint paths tutorial by LSDMT420.
Re: [WIP] Waypoints (paths) for cars This is like the system the GTA uses, it has nodes where the AI's drive after I hope this get's implented in DRIVE.
Re: [WIP] Waypoints (paths) for cars That would rock on my parking lot racetrack. Midnight racing in covet
Re: [WIP] Waypoints (paths) for cars The first version is almost ready (with control in the console) Now can run multiple cars on the same or different paths.
Re: [WIP] Waypoints (paths) for cars wow! you are just awesome as this is will create so much more options for gameplay. cant wait for it.
Re: [WIP] Waypoints (paths) for cars YES. Have mine. All of it. Does the waypoint data save with the map? That way mapmakers could have embedded support for the mod. Also, is it possible to make the command that makes the cars start following the path have an "aggressiveness" threshold? They seem to take years to corner, making sure they do it exactly right. Anyway, it's a good start! I'll have fun setting up police chases, or giving the AI a challenging route and see how far it makes it. I do like how "easy" the interface is for making the waypoints. Anything I do in game is something I don't have to do in a text editor. Lastly, could you make the waypoints spawnable as Editor objects, or would that not work because Torque lua is independent of BeamNG lua?
Re: Waypoints (paths) for cars Man I was just wishing there was some really simple path script for AI to follow. Things are just snowballing now. A new tool everyday, tutorials springing up all over the place, and new models and maps from users just like you. This is gonna be an epic mod community.
Re: [WIP] Waypoints (paths) for cars After creating the paths you can save them in a separate file. Point is characterized by the coordinates and the speed with which to follow to that point. You can set the path so that the car is cornering at 60 km/h, but you must understand that uses the standard AI, it is not very smart and such a turn is likely to result in the loss controls and the bot will wear on all path. Creating pathways rather simple. All you have to do is go on the car and every few tens of meters press the button "j" (the best decision for a temporal stop) and invoke a console command: Code: wayPoints.addPoint(carId, speed) Where carId - is id car for which the path creates; speed - with what speed follow to that point. And in the end (after paths creation) invoke a function for saving paths: Code: wayPoints.saveWayPoints(carId, "filename")
Re: [WIP] Waypoints (paths) for cars Very cool! I'm aware that the default AI is a tad on the dumb side, but I was just curious if you could make them take stupid "risks". I assume carId is what you name it in the editor?
Re: [WIP] Waypoints (paths) for cars No. Its a number. I have added function that displays the id of the current car. - - - Updated - - - So... First version available
Re: Waypoints (paths) for cars I have problems with reading your help file. When I'm opening it using Windows 8 default .chm file reader the contents are empty, there's only the table of contents. I have opened it in Mozilla using ChmFox addon and it works fine. If someone has the same problem just use this: https://addons.mozilla.org/en-us/firefox/addon/chmfox/ Thanks for the mod and the Help tutorial. Going to test it out now.
Re: Waypoints (paths) for cars In the archive Help.zip was added manual in HTML format. So if there is a problem with the opening Help.chm - just extract the archive and open the HTML\index.html in your browser.
Re: Waypoints (paths) for cars Test of automatic creation of paths. Does not work perfectly (it can be seen at the end of the video ), but with the help of this process of creating the paths a much simpler way [MEDIA=youtube]http://youtu.be/eeg8ldUIxi8[/MEDIA]
Re: Waypoints (paths) for cars Update (1.0.1): Added automatic creation of paths; Added something like traction control Now the car shall try to regain control if it loses. Some fixs.
Re: Waypoints (paths) for cars Now I have to make a figure eight track and set four cars loose on it. Maybe put a jump through both intersections! Mid air collisions FTW.
Re: Waypoints (paths) for cars This might be a good map for that: http://www.beamng.com/threads/2208-Parking-Lot-Derby-RaceTrack-Day-Night
Re: Waypoints (paths) for cars Can you make some videos where you ram the AI? I wonder how the AI would react when that happens...
Re: Waypoints (paths) for cars He will depart from shock and go to the desired point. This is just simple AI, so dont expect from him something special P.S. This modification can also be useful to create some interesting videos, such as this.