This works fine for the rest of us. Please zip your files and attach them here - someone will certainly tell you what's wrong.
@Nadeox1 Seems that I've got this working all very well besides having two of the same scenario's in the scenario chooser. Of course, there's only supposed to be one. Pic:
Another problem. loadMode seems to be giving me an issue. Automatic spawns in the prefab even when you're on freemode, Manual doesn't spawn it in at all, including in the scenario. (Double post, sorry. I know you hate that)
When I attempted to make a scenario, I just made a json file like this and named the image and all other scenario parts the same as the json's name. Code: [ { "name": "Test", "description": "Description", "authors": "mumboking", "difficulty": "88", "date": 1449809460, "lapConfig": [ "wp1","wp2","wp3","wp4","wp5","wp6", "wp7","wp8","wp9","wp10","wp11","wp12", "wp13","wp14","wp15","wp16","wp17","wpFin" ], }, ] It all worked.
This normally happens when you have more than one copy of the example scenario somewhere. Remove one copy and you'll be fine. On a related note, beware that the current version of the game (0.5.x?) will happily load 'mod' zips in the root folder /Documents/BeamNG.drive/unwanted.zip so that can be an issue. What is the expected behavior? I also see no references to a "freemode" in the game files. EDIT: I think I may have guessed what you are doing. You may need to follow the tutorial more closely - there is no reason for the prefab to be listed in the .mis file.
Expected behavior is that in Freeroam (you know, the mode where it's freemode), the prefab is not desired to load. However, if the prefab is set to "Automatic" loadMode, the prefab spawns in freemode. It's desired to only have the prefabs load in the scenario. If the loadMode is set to manual, the prefab doesn't load into the scenario.
You probably guessed right. It is in the .mis. Damn my saving habits! Investigating now,. Edit: Problem Solved!
You probably saved the level with the prefab in it - don't do that. The scenario loading code will handle the loading of the prefab, you don't have to do anything for that. Find your copy of the level's .mis file (probably in Documents/BeamNG.drive/levels) and delete it.
Lmao. Delete the whole .mis? No, I just removed it in game and problem solved. Thanks for responding though!
Unless you're making a scenario for a map that you're developing yourself, my advice is perfectly valid. The only reason for there to be any .mis files in the Documents/BeamNG.drive/levels folder is because you're working on them. Deleting your accidentally saved copy of, for example, Documents/BeamNG.drive/levels/east_coast_usa/east_coast_usa.mis isn't going to remove the level from the game - it'll just reset the changes you made.
Yes, delete the whole .mis, otherwise updates to the map won't show up in the future. EDIT: Yeah. Scepheo said it better.
Well that doesn't make sense. Deleting the .mis is the same as deleting all placed objects and settings on the map; everything. The map will not run. At least in my case. I'm not editing out of eca, editing out of my own standalone map. The modified .mis files have nowhere else to go but the folder I'm working in (which is the map's folder in my documents) I find things that are wrong easy enough to find regardless (when I know what I am looking for
Well, it turned out i had ballsed all the file names up & all those annoying noob mistakes. I ended up fixing it myself. such a bad mistake. So I pretty much wasted your time. Sorry . At least I won't make this mistake again...
I know how to change vehicles I mean how can I use a custom preset of a vehicle. For example the sunburst with a better turbo. I tried typing in the name I saved it as but it didn't seem to work.