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Can anyone setup waypoints successfuly yet?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by HighDef, May 5, 2015.

  1. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

    Joined:
    Aug 4, 2013
    Messages:
    686
    I had no luck before, is anyone having luck with setting up there own waypoints yet or is it still something that's not ready to manipulate yet?
     
  2. Occam's Razer

    Occam's Razer
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    Aug 7, 2013
    Messages:
    1,262
    I can, and have on multiple occasions. You just place the waypoints in the editor, then enter their names sequentially into segment lists in the map.json file. See Matrix Freeway for an example.
     
  3. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    Oooo ok thanks I'll give it a try :)

    - - - Updated - - -

    So I have 51 waypoints round my track, I now have a map.json file in my level folder containing;

    {
    "routes" : {
    "simpleLoop" : {
    "segments" : ["s1"],
    "loop": true,
    },
    },
    "segments" : {

    "s1" : {
    "nodes" : ["w0", "w1", "w2", "w3", "w4", "w5", "w6", "w6", "w7",

    "w8", "w9", "w10", "w11" "w12", "w13", "w14", "w15", "w16", "w17" "w18", "w19",

    "w20", "w21", "w22", "w23" "w24", "w25", "w26", "w27", "w28", "w29" "w30",

    "w31", "w32", "w33", "w34", "w35" "w36", "w37", "w38", "w39", "w40", "w41"

    "w42", "w43", "w44", "w45", "w46", "w47" "w48", "w49", "w50", "w51"],
    "difficulty" : 0.1 ,
    }
    }


    Does that look right? Thanks.

    Just says 'finding random route' no colorful road marking the waypoint's route or anything :(
     
    #3 HighDef, May 6, 2015
    Last edited: May 6, 2015
  4. KennyWah

    KennyWah
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    Joined:
    Jan 16, 2013
    Messages:
    2,666
    I am having some issues with this as well.. noticed that you have to add two dynamic fields to the waypoints [ I think ]



    [TABLE="class: grid, width: 500"]
    [TR]
    [TD]Dynamic Field[/TD]
    [TD] Value[/TD]
    [/TR]
    [TR]
    [TD]locked[/TD]
    [TD]0[/TD]
    [/TR]
    [TR]
    [TD]origin[/TD]
    [TD]AIDecalWaypointsGroup[/TD]
    [/TR]
    [/TABLE]

    As well as something like

    canSave = "0";
    canSaveDynamicFields = "1";



    At least that is how the devs have done it.. and it is also in a group that appears to become unassailable via the editor after placing them inside.

    Group Name
    AIDecalWaypointsGroup

    - - - Updated - - -


    After reading this I am going to assume everything I've just said was useless ;)
     
  5. tdev

    tdev
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    Developer
    BeamNG Team

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    Aug 3, 2012
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    guys, i do not have the time right now to write a guide :(

    just look at the decalroads from the official terrains. They have a new attribute that you need to set above 1. That will make the road an 'AI' road. The manual waypoints are only there for custom things like bridges.

    Also, after you changed that attribute, press CTRL + L to make it work instantly
     
  6. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

    Joined:
    Aug 4, 2013
    Messages:
    686
    YES!!! Thank you tdev you rule! I changed the already layed decal road's drivability to 1, press ctrl + L and then when I tryed it it worked! Thanks again I am one happy bunny!!
    I shall spread the news through the other threads that are questioning this. :D
     
    #6 HighDef, May 7, 2015
    Last edited: May 7, 2015
  7. ThreeDTech21

    ThreeDTech21
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    Joined:
    Sep 27, 2013
    Messages:
    1,616
    ok I ran into the same problem? I setup the waypoints but the cars just kinda drive a little then brake and thats it, whats going on?
     
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