Technically several of your mods run much better with it though. ;-) Seriously, thanks for posting this. I'll get up to date on the docs while I wait for news on the grass/dirt groundmodels since they currently break all of my "Shea's Bluff" scenarios. I really look forward to making those scenarios resettable. ... actually I just finished reading the documentation. Short, sweet, and to the point. It really sounds like everything you've already written which would be useful for other mods has been nicely packaged up in there.
Not quite everything yet. There's a bunch of things I intend on including (and suggestions are always welcome!) that still require either nice packaging or bug fixes (by the developers). That said, yeah, a small pack of simple-but-powerful scripting tools is what I was aiming for. Feel free to (ab)use it to your heart's content.
Thanks Scepheo. You're certainly aware of this, but you probably also meant to document it or possibly implement a fix I suppose: CTRL+R doesn't work with the default blackListActions. I see that in your scenarios you've replace the default with what I assume is a smaller list. The Resettable Scenarios wiki page doesn't mention any of that, but it's required to get the full functionality.
Nice job getting a head start on the whole dependency thing! Your Lua magic will definitely be useful as one package in the long run. In my latest pack of scenarios, I've included a system for randomizing the message that appears when you complete a scenario, and I was wondering if you'd like to include it in bnse. Currently, it allows you to create different pools of messages which can be selected by the scenario in different conditions (i.e. based on finish time), and also defines a small chance for "rare" messages to appear (also grouped) for a little occasional fun. Ideally, I would adapt it to read messages from a text file instead of requiring a Lua table, and I'd expand it to cover failure messages and become more generalized. @torsion also suggested adding a medal system, though considering BeamNG doesn't even store scenario times yet, I'm not sure I need to add specific script-side features for it. As it is, though, the system works alright, despite the finish screen hating newlines for some reason... I was already thinking of packaging it up for general use, but since you've published the one and only script library for BeamNG so far, I figured it would be easier to keep it that way and add to what's already here.
I'd definitely be interested in adding such a system to bnse. I can't currently look at how you've got it set up, but I'll have a look when I can and we'll discuss how to add it. Regarding a medal system: I've played with the idea myself (although without storing times, just as a sort of rating of your time), but the scenario end screen currently doesn't allow for html. Once that is added, I intend to add a variety of end-screen display options (medals, checkpoint/lap times etc.) to bnse. That "completion screen" part of bnse could easily do with a "randomized message" component.
Scepheo, I've run into a bit of a quandary. I really want to implement bnse resettable checkpoints in my scenarios (as mentioned before). What I found after I looked over my scenarios is that I often use checkpoints as navigation aids (breadcrumbs). Because of this some checkpoints are in very awkward positions: the sorts of places you definitely wouldn't want to reset to. In some cases this might be fixable by moving checkpoints around or using some thing else for the breadcrumbs. My preference would be to keep using checkpoints and have the ability to designate which checkpoints the player can/cannot reset to. Unfortunately I suspect that this could be much more work, but what do you think? (they could even be color coded eg non-resettable checkpoints = orange and resettable waypoints = blue or something) --- Post updated --- Hmm, I'm not positive that this is part of the v0.6 update but I think it is: CTRL-R now falls under "Enable advanced functions" which I believe is turned off by default on fresh installs. This could be a bit of a problem. :-(
I've been considering making an extension that allows you to set different shapes and colours for checkpoints, if that is done it shouldn't be that hard to add differently-functioning checkpoints. The CTRL+R thing sound problematic, however. I currently don't have much time to spend on modding, but I'll be sure to look into that when I can - I'm sure I'll manage to work out something. Thanks for the feedback by the way: I might not be very responsive these days, but I'm almost always lurking, and it's all read, registered and appreciated.