Outdated Traffic Tool 1.2.1

It's here! Create dynamic traffic on almost any map!

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  1. Gamergull

    Gamergull
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    BeamNG Team

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    Ah, I forgot to add tractor trailers to my features list. I'll make them work in the future!

    I received a lot of questions about how to use the mod, and I'm thinking about making another video that shows how step by step, plus all of the features of the app. Hopefully it will make things nice and convenient.

    Yup, exactly! As I see it, that's currently the most practical way to simulate traffic in this game.

    It's on BeamNG's side. I added a section of code that finds parallel nodes and determines if the current road is a highway; it works well enough for Utah and a lot of other maps, but not for West Coast (the main highway is quite messed up). There actually is real support for one way roads (Italy highway, yay!), and handling traffic spawns was quite easy for that. We just have to wait for older maps to get updated with one way nodes.
     
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  2. Cooldriver10

    Cooldriver10
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    Does it work on objects, because it would be nice if its a mini objective course.
     
  3. TheMohawkNinja

    TheMohawkNinja
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    Would you be able to explain how to update a map with one-way nodes? I personally like using your app on the Nevada Interstate map due to the large highway loop the map has, and would like to update it (at least for myself if I can't get permission from the author) to resolve this issue.
     
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  4. Nutng.drive

    Nutng.drive
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    I got it,
    But I won’t be able to play it for another six years because my laptop sucks.☹️☹️
     
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  5. AwesomeRacer456

    AwesomeRacer456
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    Flying down the left lane at over 200 KM/H on the Italian highway is probably the most difficult thing I ever done.
    Screenshot3.jpg
    I love it!
     
  6. Chat's7

    Chat's7
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    Very fun mod with high possibilities :D
     
  7. Gamergull

    Gamergull
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    Hmm, it doesn't, and it seems to break the script. I'll look into that.

    Sure, I'll explain it in short. Open the map editor (F11), select the Road Editor tool, and then the cursor button on the left. Also, click on the eye at the top and select "draw navigation graph". Click on the roads that you want to edit, and tick the "one way" checkbox. To make sure that the way is correct, press Ctrl+L, and you should see the blue arrows pointing which way the AI will drive. If they're pointing the wrong way, simply tick the "flip direction" checkbox. This whole process might take a while if there are many roads. When you're done, you can press Ctrl+S to save the map.

    Haha, awesome. It will get crazier with traffic spawning on both lanes :) .
     
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  8. Shady Chaos

    Shady Chaos
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    Any chance for the cpus to have a switch for lights on/off/dynamic on the ui app? Like is there a way to give them the ability to tell when its night and day?
     
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  9. Kueso

    Kueso
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    oh yes that would be awesome
     
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  10. Nicelittle

    Nicelittle
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    Time lapse intensifies
     
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  11. Skivster

    Skivster
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    This is actually amazing! Slows down my game a lot, but eh, c'est la vie :p
    Driving along I saw this


    Pretty darn awesome :p
     
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  12. Andre999

    Andre999
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    Hello Dear Gamergull, creator of the Mod Traffic Tool! I tried and I liked this mod a lot, it's one of the types of mods that can not miss!

    I have 1 Question: Is there a way to choose the vehicles I want as traffic?
    For example: I enter the vehicles menu and choose a truck, how can the truck be a traffic?
     
  13. Danny Werewolf

    Danny Werewolf
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    I wonder if a weight feature is possible. When using the "Spawn" setting, you can set how heavy you want those vehicles to be. I was just thinking of this so there wasn't a sudden CRD infront of you or a plane ontop of you. I'm mainly talking about this with modded vehicles

    Boy, I am just on a role with these ideas
     
  14. Nutng.drive

    Nutng.drive
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    My laptop glitches out when I tried to see
     
  15. bob.blunderton

    bob.blunderton
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    The decal road settings allow for lane amounts via a number on the left and right half of the road. The decal road settings allow for 'one way' or 'reverse one way' (that is per decal road direction of when it was laid out in the editor), and there is also a driveability which is 0.5 for dirt roads/trails, and 1.0 for asphalt roads. Settings in between 0 and 1 don't work other than 0.5 (as of a much older game version). Setting of -1 driveability means the AI won't 'see' the road. These are all in-editor settings.
    The app here allows it to see lanes by default in random, which the base game did not have as of a version or two ago (that could have changed!).
    FWIW To help keep bug reports to a minimum, anyone using this with Roane County read the following:
    AI won't recognize passing lane on Route 40 highway, on the mountain part of Roane County due to a map design preference of mine (just for going up and down the mountain). I will have this ratified in a new version within a few weeks. AI may not drive the best on the highways there at all times due to older style road settings used. It's not a bug in this app, it's just the settings for my decal roads and that they include the road shoulder, which the AI by default will think is part of the road (it should function fine otherwise), and the AI will even venture into many mall parkinglots.
    --- Post updated ---
    Give it a week or two, I will have it fixed up with new bridges.
    You can feel free to set 'one way roads' if I missed any in the editor (please make sure that there's not invisible decal roads for the AI to drive on, if certain road graphics don't have AI pathing, it's likely there's an invisible decal road hidden where you cannot see or click on it somewhere in the mix, I pioneered the use of invisible AI routes in 2016 in my maps for control purposes, they're also now used on WC USA since that time). While these give more control, they can make it hard for AI teleported onto a one-lane AI route to orient to the right direction.
    AI routes in the future will be a touch more generous.
    --- Post updated ---
    Maybe that can be easily controlled with the player's choice of headlights as a reference for the script to check for. If you turn your headlights on, the AI would turn theirs on also.
     
  16. cruzertop

    cruzertop
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    Will they stop their cars if there is a police barricade? I haven't download this mod yet so
     
  17. Shady Chaos

    Shady Chaos
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    That'd be pretty neat. there wouldnt be a way to give the app a switch to tell them on/off tho? Or would it be pretty extensive to do so and just generally easier to mimic the player?
     
  18. Aboroath

    Aboroath
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    Sure is cool to watch videos of this in action. The ongoing FMOD work really pays off with this mod in videos. The most organic and awesome sounding wrecks together is finally amazing.
     
  19. Gamergull

    Gamergull
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    Working on the next update now, but intermittently. I still have a stressful week at work to deal with, and I'm still learning new things for programming, so expect V1.1 to be done in at least two weeks. Probably longer, though.
     
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  20. synsol

    synsol
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    QA Lead
    BeamNG Team

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    this app really gives a ton of new challenges to do, my last was one tank of Nos (100kw) for one full Italy tour :D
     
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