Oh my god. Just imagine some super strong vehicles (Like that super strong 200BX a while ago) chasing you. It would be just like MW2005, dumb AI and all.
Can the Al get stuck/overload at times? I don't know how to put this but I had it sometimes that the Al won't spawn anymore after a few minutes. Today. I had was chased by two police cars and they let me, never spawning again, but as I took a look, they actually didn't despawn, but were wrecked and did not respawn as they should.
For some reason, every time i use the "Custom" group of AI vehicles i always get pigeons. --- Post updated --- Also, can you add a "All Mods" option?
Whatever the future work is, I would love it if there was a Bad Boys 2-style scenario using elements of this mod:
I cant seem to be able to get my game to update the damn thing... My menu lacks the asterisk * that lets you choose what spawns in the new version, despite me reinstalling/resubbing to the mod multiple times.
I actually just tried that a few minutes ago and it now works! I just really hope I don't have to keep doing that for all future updates though lol
I have an idea for this mod, add parked and parking cars in the mod. That will be more realistic. Not every car is driving, but parked cars will respawn into a moving car when are far enough from them, if you set the respawn rate to 0, parked cars will not respawn into a moving car, it will stay as a parked car, but moving cars will be parking, but will stay as a parked car.
Great idea, but not possible yet, as maps don't have any nodes or data to designate parking spaces. Even on maps like Roane County, traffic just drives along in the parking lots, following their node paths all the time. I'll keep this in mind, though! It could be a real thing.
Does anyone else have the "Pigeon" Problem? If i make it custom vehicles (Which i assume are modded vehicles) only pigeons come out and nothing more but all pigeons
You need to make Custom be what you want it to be, default is Pigeons. Check this post (Information in that post might be good to be on 1st page for easier finding): https://www.beamng.com/threads/traffic-tool.60967/page-14#post-1003927
Ah yes, I should make that more visible. But really, I should finish that feature. I'm thinking about adding a simple "Save / Load Custom List" functionality in the next mod update.
Firstly; thank you for this absolutely brilliant mod! Together with, say, Mitch's Australia maps, it's truly a refreshing experience I admittedly didn't read all of the pages of this thread, so I'll just leave here a couple of ideas I didn't see in the previous few pages I did go through -- * Optional (as I acknowledge the potential performance impact for this smallish detail) day-lights (or fog-lights) enabled for all AI during the day (that's a requirement at least over here?). * Driver "personalities". Have some rare (optional multipliers or absolute values, one for either/each type) outliers like overly careful and slow as well as "hooners" (possibly engaged by the police as well ). They could perhaps vary among their type (say, some would be more reckless and speeding than others within the hooner set (and perhaps they or at least most of them would slow down when/if they noticed police), the absolute factor limit (as in, how crazy they can be at worst) perhaps being another variable. I don't really know how troublesome it might be to pace the AI as well as have it overtake others reliably, so perhaps this is wishful thinking but one can dream, eh * Parked vehicles. A bit of a waste from the performance perspective I suppose at this time and would also probably require manual setting up of data defining valid parking areas (parking lot spots, sides of roads, open areas, garage fronts, ...) and whatnot at this time (which in its hacky-ness, with the mod holding the data for any maps it would support rather than the maps themselves, isn't perhaps worth it), so I rather see this as a more long term thing with maps coming with the data maybe eventually, if all this should get more integrated with the game. In any case thanks again; this is awesome as it is already
Thanks for the comment! Day lights are a nice idea. Fog lights might look alright, and obviously I wanna avoid just using low beams for day drivers. Low priority, but I'll keep this idea in mind. Personalities, yes. I was thinking about this, and it would be pretty exciting to code and see in action. AI awareness should be upgraded before too much work is put into this, and I'm still using my sloppily implemented version of it. Speaking of which, AI awareness will be a thing that I won't be working on just alone anymore, because it can be done much better with someone more experienced . By the way, did you know that a big personality trait already exists in V1.1.1? Try signalling several drivers to stop while driving a cop car... Parked vehicles, I had a comment about that above, and it will likely end up happening in the future. You're right about maps that should have that data, I'm trying to avoid a lot of hardcoding within this mod. Looks like V1.2 will be happening soon. There won't be so many changes, and I'm still working on a thing internally that I hope will make a huge impression when it comes out.
Awesome mod I use it everytime I play the game now, and I'm so happy you fixed the glitch with props so i can have some mayhem in sadlers gorge lol. Along witha lot of other people I'm sure, I can't wait to see what you do with this mod next update it's truly gamechanging
Is it possible to make cars change when they respawn?(because driving with same cars is a little boring) Anyway it's an awesome mod!!! (Sorry for my bad english)
No it's not possible. Traffic tool works by teleporting vehicles, spawning new vehicles will cause the game to freeze. Unfortunately there is no way around it