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Flowgraph

Discussion in 'Microblogs' started by tdev, Jun 26, 2019.

  1. DAYTONAAAAA

    DAYTONAAAAA
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    I... am genuinely looking forward to seeing BeamNG as a programming tutorial.
    Maybe not so much coding, but with such an intuitive UI and showcase of the processes, grasping concepts will be a breeze.
     
  2. YellowRusty

    YellowRusty
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    Are there any plans to provide support for cutscenes and/or pictures inside the pre-scenario pop-up? (I think it's referred to as a monologue in the picture?) Will there be art provided to help us create storylines?
     
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  3. NoxiousFumes

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    #23 NoxiousFumes, Aug 7, 2019
    Last edited: Aug 7, 2019
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  4. TStabbert

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    Hey! Here is another demo project: A radar trap minigame. Hope you enjoy!

    Video - Click to Play - Direct Link
     

    Attached Files:

    • fg_radar_trap.png
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  5. Nekkit

    Nekkit
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    Wow, looking forward to make a speedtrap race! Like in good old NFSMW/Carbon!
     
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  6. Car_Killer

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    Wait, is that feature from my map? :mad:

    But yeah, it's really awesome, keep up that good work!
     
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  7. falefee

    falefee
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    Wait wait, so do these new scenarios/career mode no longer need loading times and can be loaded on the fly?
     
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  8. The Gas Station

    The Gas Station
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    And just plug the "true" output from the gray compare box into a police AI, and we're done!
    Can't wait to mess around with this new scenario system!!!
     
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  9. DAYTONAAAAA

    DAYTONAAAAA
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    Hmm... Can you elaborate? I need the context to get it, haha
     
  10. HighDef

    HighDef
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    I will definitely be making a scenario pack using this kind of mechanic. Ohhh I cannot wait!!
     
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  11. TStabbert

    TStabbert
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  12. RobertGracie

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    Now that is very interesting for drag races, should be accurate too, also is it possible to add in an MPH and KPH avg along with reaction timers?
     
  13. TStabbert

    TStabbert
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    The display in flowgraph itself is just a plain number display. What you want to show and how you caluclate it is up to you :)
     
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  14. RobertGracie

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    Ahh thanks, I was wondering about that, it should have a config option as well in the menus somewhere I am just saying :)
     
  15. mcajsnk

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    Hello. The flowgraph editor is really good. Now I am trying to make my own project, but I have problem with "groundmarkers" node. Can someone provide an example how to use it please? This is my current graph, but the behavior is really strange. Thank you.
    screenshot_2019-09-17_14-18-25.jpg

    EDIT:
    And I have another question. How can I make my own macro from scratch? I think that I need to specify inputs/outputs and name first, but how and where? And how can I put my "macro node" into the graph? Thank you.
     
    #35 mcajsnk, Sep 17, 2019
    Last edited: Sep 17, 2019
  16. TStabbert

    TStabbert
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    Hello! To use the groundmarkers node, you need the name of a waypoint which is part of the navigation graph used by the AI. You can toggle the Navgraph visualization from the new Editor under "View > Navigation Graph". Then you will see the names of the waypoints. You can then input this name into the groundmarkers node like so:

    You also need to make sure to supply the node with flow in every frame - only giving it flow once like in your example will only calculate the path to the target once. When you then move along the path, the groundmarkers system will not know your vehicle moved.

    From what you posted, it looks like you want to have the groundmarkers point to a custom position specified by your transform node. This is currently not supported, it would also require manipulating the NavGraph which is also not supported.


    As for macros, the process is as follows:
    1. Create some nodes, select the middle nodes and right-click them, then select "Create Subgraph". You now have those nodes in a subgraph, but it is not a macro now.
    2. Double click the resulting node to view the new subgraph. When not selecting any node, you will see that graphs properties in the property window. In there, you can click "Make Macro". Now this subgraph is a macro, and you can copy the Integrated node from the main graph, which will automatically create new instances of this macro.
    3. The macro is currently only local - only usable in your current project. If you want to use the macro in other project, click the "Save Macro as" in the macros properties. Then you can save the macro in the macros folder, and it can be used by other projects as well.
    Please keep in mind that the whole macro system lacks many quality-of-life features. For example, pins of the macros integrated node can not be moved around etc.

    Is there anything you had in mind what you wanted to do with macros?

    Hope this helps :)
     
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  17. mcajsnk

    mcajsnk
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    Hello. HUGE THANK YOU. I am just starting with flow graph and world editor. So I want to test nodes and functionality before I start with something bigger.
    For the groundmarkers node - yes I want to navigate to the specific place on the map. I thought that waypoint have somethink to do with "checkpoints" from examples (transform->single marker->custom trigger). Now I see my problem/difference. Thank you for your information. And just for curiosity what is the priority of implementing grounmarkers compatible with transform node (or some solution where I don't have to modify map - just say navigate me to this point)?
    For the macros - as I said, I want to learn basics. My current testing project is modification of speedtrap example. I have multiple "checkpoints" (transform->single marker->custom trigger->some calculations) and checkpoints should be taken in specific order. But every checkpoint is basicly the same graph, so here I want to use macros. And I wanted to use groundmarkers node for navigation to the next checkpoint (now I have to wait for this feature or start messing with the map/waypoints).
    Again thank you for valuable informations.
     
  18. TStabbert

    TStabbert
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    Mini Update:
    Pins can now be hidden. This allows for more pins to be added for nodes, without cluttering up the workspace. Pins can now be hidden and/or hardcoded by default.



    This will replace some of the data fields of nodes, which used the data field as a means of user input. That way, the values can come either from the user directly, or from other nodes.
     
    #38 TStabbert, Sep 27, 2019
    Last edited: Sep 27, 2019
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  19. EruptionTyphlosion

    EruptionTyphlosion
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    Your images don't seem to be embedded correctly.
     

    Attached Files:

    • oops.jpg
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  20. TStabbert

    TStabbert
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    Thanks for noticing :) should be fixed!
     
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