This mod is not supported anymore! Watch this to learn how to use traffic:
The next level of traffic in BeamNG! In this scenario, you can choose your car and drive to your house with traffic along the way. Traffic can appear almost anywhere on the map's roads. This scenario is a proof of concept, so the goal is pretty relaxed and you can drive around for a long time. I'll create something more epic with this in a future scenario.
I added a few bonus features that should be easy to find. They can get kinda wacky. Have fun!
Questions & Answers
Q: Wow! Can you make this for West Coast USA?
A: It's possible, and this can be functional for any map with AI roads! However, West Coast has a lot of decal roads with bad AI lane and direction attributes, so traffic would drive going the wrong way a lot. I had to fight with this in my Running Late Again scenario. Currently trying to make a UI app that creates traffic in free roam mode! Tricky...
Q: What does dynamic traffic mean?
A: The old way of spawning traffic was done with manually placed points on the map. It got really tedious with lots of roads. With dynamic traffic, the script automatically and logically picks road nodes to spawn the vehicles. There are no hardcoded spawn points! Cool.
Q: Why does traffic not spawn much in some areas?
A: There are two main reasons right now. First, the algorithm picks a spawn point by seeking the closest road to an invisible point about 200 metres in front of the player vehicle. If there are twisty or parallel roads, then traffic may end up spawning on other roads, sometimes out of sight. Also, the town doesn't have any decal roads, only AI waypoints. The script only looks for decal roads. I might fix this in the future.
Now that an update was done, you can choose between having 3 or 7 AI vehicles. If that seems blah to you, wait until I release my traffic app! You'll be able to customize things beyond what this scenario does.
By the way, you can honk your horn if you get totaled to bring up the old fail screen.