Unsolved checkpoints for AI to follow in freeroam

Discussion in 'Mod Support' started by 0rangeGhost, Jun 20, 2019.

  1. 0rangeGhost

    0rangeGhost
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    is it possible to make AI follow checkpoints in freeroam? even make them follow checkpoints in desired order?
     
  2. thomatoes50

    thomatoes50
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    BeamNG Team

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    Code:
    local helper = require('scenario/scenariohelper')
    helper.setAiPath({vehicleName = 'clone', routeSpeed = 5, lapCount = 999, routeSpeedMode = 'set', waypoints = {'wp1','wp2'}, aggression = 0})
    
    Even if it says scenario, you can use this in freeroam
     
  3. 0rangeGhost

    0rangeGhost
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    oh, nice. but where should i put that? and should i make different lines for each car i will use?
    thank you
     
  4. thomatoes50

    thomatoes50
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    BeamNG Team

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    it depends what you are doing.
    You are using Triggers?, you want to type the commands in the console? Ui app?
     
  5. 0rangeGhost

    0rangeGhost
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    idk. i have a track and i want AI to drive it in defined way and get rid of that the AI somitimes turns around and go wrong way
     
  6. 0rangeGhost

    0rangeGhost
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    so how do i make it work?
     
  7. CrashHard

    CrashHard
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    All this can be fixed if the *one way* setting worked, but for now it does not, hope it is being worked on for future updates :)
     
  8. 0rangeGhost

    0rangeGhost
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    yeah, but crossing intersections in only stright direction could be best solved with checkpoints. sunking and raising waypoints makes AI do weird things
     
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