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Outdated bnse 0.1.2

BeamNG Script Extender

  1. torsion

    torsion
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    May 31, 2015
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    1,622
    A variety of waypoint appearances sounds great. I'm sure that would get the creative juices flowing for a few people. Maybe do some resource gathering scenarios or something. If you managed to throw in my request along the way... awesome.

    You're welcome for the feedback of course!

    In case you're keeping track / curious, here's a fresh mod which uses bnse: RyvyLo - Cliff Exploration. It's an interesting twist in that the checkpoints are stretched out quite a bit compared to the other existing bnse scenarios.
    Thanks for the info Nadeox1; it seems that we are all breathing a sigh of relief. ;-)
     
  2. RyvyLo

    RyvyLo
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    May 15, 2014
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    444
    Hey ! I also wanted to say that bnse is awesome ! It allows to create a bigger variety of scenarios

    I want to add that I'm also really interested in the possibility of having different checkpoint shapes and about having the possibility to have scenarios with only a few checkpoints you can reset to.
    Torsion mentioned resource gathering scenarios above, and that made me think it would be great if you managed to create a gamemode where the player just have to drive through all the waypoints, no matter the order, to complete the scenario. If you did that, I guess I could add yet another idea to add for my Mazes scenarios :)
     
  3. torsion

    torsion
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    Scepheo, I'm having some trouble with implementing the bnse.triggers :-(

    My desired behavior is that when the player's vehicle travels over 500m away from the waypoint named "WP1" the scenario will fail. What happens instead is that after I click on "START" to begin the scenario I never get a countdown and the scenario doesn't start correctly (eg vehicle won't drive around). Maybe I'm not properly labeling my "to" and "from"?

    I've attached the log and a demo scenario.

    The log gets spammed with things like:
    Code:
     187.00427|E|GameEngineLua:Exception|lua/ge/extensions//bnse_triggers.lua:52: attempt to index field 'fromObject' (a nil value) 
    My LUA contains this:
    Code:
    local M = {}
    
    local ScenarioLeash = bnse.triggers.create("WP1", "scenario_player0", 500, { onLeave = LeashFailure })
    
    local function LeashFailure()
            scenarios.finish( { failed = 'You strayed from the scenario area.' } )
    end
    
    return M
     

    Attached Files:

  4. Scepheo

    Scepheo
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    Feb 10, 2015
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    602
    The trigger code isn't finding the "WP1" object. Are you sure that is the name and that the casing is correct?

    Edit: nevermind, I just noticed you added the scenario. Name is indeed correct. Not currently able to check, but I suspect the waypoint hasn't been loaded yet when the trigger is created. Try creating it in the OnRaceStart event.
     
  5. torsion

    torsion
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    Thanks, I didn't think of that! I'll try moving the creation to OnRaceStart.
     
  6. torsion

    torsion
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    Unfortunately moving the creation to OnRaceStart didn't get the trigger to work. The failure to "start" the scenario is gone but the "leave" trigger never actually executes. This is all I get in the log:

    Code:
    55.90723|D|GELua.statistics|onRaceStart: called
    55.92279|W|GELua.globals|set new global variable: "enterTriggered"  to "false"
    =============== Stack Traceback >> START >>
    (2) Lua field 'update' at file 'lua/ge/extensions//bnse_triggers.lua:64'
    --------------- << END <<
    
    55.92282|W|GELua.globals|set new global variable: "leaveTriggered"  to "true"
    =============== Stack Traceback >> START >>
    (2) Lua field 'update' at file 'lua/ge/extensions//bnse_triggers.lua:67'
    --------------- << END <<
    
    EDIT: At first I looked at the stack traces vs bnse_triggers.lua and thought that it was just a variable scope issue (eg stuff like leaveTriggered should have been trigger.leaveTriggered instead)... I changed that which got rid of the stack traces but the triggers still never execute! :-(
     

    Attached Files:

    #26 torsion, Aug 4, 2016
    Last edited: Aug 4, 2016
  7. torsion

    torsion
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    I never made any progress on the above, so I'm still hoping for some help.

    Also, and I feel a little foolish asking this... How are people managing checkpoint rotation for the resettable scenarios? I don't think I ever really got a handle on the rotation values in the Torque 3D World Editor... and you can't fix the rotation by eye. :-( Maybe other people are using a dummy object and then copying the values over to the checkpoint?
     
  8. torsion

    torsion
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    I can confirm that using a dummy object is a good method to get rotations for waypoints.

    @Scepheo, I've got a couple of feature suggestions:
    1. option to have resets before WP1 go directly to 3-2-1-go countdown w/ time reset... and/or maybe just directly to "go" w/ time reset
    2. option to have resets (particularly those after obtaining WP1+) add an arbitrary amount of time to the clock (5s/10s/whatever).
    I'd like the option to encourage people to reset quickly at the beginning w/out them needing to do a full reset to get a hot time... but once they get going into the scenario I'd like the option to discourage them from doing "healing" resets when they could potentially soldier on with the vehicle they currently have.

    If you'd like I can look into how feasible this is myself.
     
  9. nug700

    nug700
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    Joined:
    Nov 10, 2013
    Messages:
    29
    With beamng running, I pressed "Install mod" on the page for this. Doing so crashed beamng, and when I run it now the scenarios list is empty.
     
  10. torsion

    torsion
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    May 31, 2015
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    1,622
    This doesn't really sound like a bnse related problem. Try opening BeamNG.drive in "Safe Mode" to see what happens. If that doesn't fix it then you will probably need to re-install BeamNG.drive.
     
  11. badd17

    badd17
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    Joined:
    Aug 4, 2013
    Messages:
    4
    hey does anyone know when bnse will get another update so its compatible with beamng version 0.9, if its turned on,the game will not play properly, i cant move, the rev gauge is all red and in gear 4 etc but turning it off sorts the problem and everything is fine again
     
    #31 badd17, May 7, 2017
    Last edited: May 7, 2017
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