Any tips for better/faster AI Driving?

Discussion in 'World Editor' started by DeWorD, Sep 17, 2022.

  1. DeWorD

    DeWorD
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    Jan 20, 2017
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    HIIII!
    Just a quick question coz i can.

    Any tips for making Ai traffic go super fast or something crazy using world editor?

    I know there's that recording thing, but no unlessi it be possible to change one of those to 'decal road'?
     
  2. Gamergull

    Gamergull
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    BeamNG Team

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    Hi!

    Actually, the best way to modify the traffic driving now is to use the Traffic App from the menu's UI Apps. It was fixed and improved in v0.26 . The Risk value should work pretty great. There is also a Traffic Debug tool in the editor's Window > Experimental dropdown, but I don't think it has many variable settings.
     
  3. DeWorD

    DeWorD
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    Thank you for reply any way to force the risk value being maximum on the map at/on default? :)
     
  4. Gamergull

    Gamergull
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    BeamNG Team

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    Hmm. Currently, not really... but I couldn't resist making a script for it :) . Save this in the mods/repo/ folder.

    If you're making a level and want default crazy aggression for only your level, you can reuse the code for your mainLevel.lua (if that file doesn't exist yet, you can create it in the root folder of your map).
     

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  5. DeWorD

    DeWorD
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    UUuuuu Thank you very much this is very legit and sounds awesome though i have 0% clue about lua or mainlevel.lua thingy. Is there any kind of tutorial where to learn more? :)

    Trying to make random ai playground map where ai drives obstacles and stuff like big downhills and a bit of ramps and jumps etc.. :)

    Is it possible to change that traffic spawn/despawn area a bit smaller with a code like this what could work with spesific map? :)

    damn i have a lot of questions :D
     
    #5 DeWorD, Oct 1, 2022
    Last edited: Oct 1, 2022
  6. Riypro

    Riypro
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    Hey, thank you for youre mod, it works very good, but i have a few questions,

    Q1- Does the AI drive out there lanes, like atempting to overtake or something
    Q2- Does it work if i modify the amount of local risk in the modscript.lua (its now default 1)
    Q3- Do all AI cars get higher risk with this mod, or just a few.
     
  7. Leo Zieger

    Leo Zieger
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    Jan 12, 2023
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    I´ve experimented quite a lot with AI paths, like making them wider on straights and narrower on the corners, making it one lane drive right in right hand corners etc. At the moment my conclusion is to have just a 6 meter wide path throughout, because if it is wider the AI will swerve wildly on straights in flee mode, and make the path just one lane, doesnt matter right or left. They will overtake with just the standard risk activated and take quite a decent racing line. This goes for race tracks.
     
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