is there any way you can send it to me? but I understand about that stuff being taken down from another game its copyright stuff
Is anyone else having the issue where pausing causes the vehicle to get stuck in Neutral? I've had to step away a few times, and when I come back, it won't shift out of Neutral.
Yeah, same here. Just had that in the random one. This was a fun setup. Both opponents were close enough to the propane to get blown out of the arena when it blew. This cannot end poorly. It did. Skills I love this new version! Thanks Dagalufh and Scepheo!
I'll look into that. There's also an issue with restarting while the scenario text is still on screen that I can't seem to get fixed*, so I'll add it to the list. * the demo_derby_random.lua extension fails to unload, extensions.lua reports it as not having been loaded. Printing _G["demo_derby_random"] just before restarting yields the expected "table: 0xdeadbeef" response, however. If anyone (developers, maybe?) could shed some light on this, that'd be great.
Honestly, I don't think that'd be a good idea. It's not very good anyways, the updates have broken parts of it. It can't accelerate while turning and the transmission is wrong. You'd be better off getting the BTR-80.
TL;DR: At the end of my post. I realise this is an older comment, however, I'm trying to accomplish the very same thing, in a package that contains curcuit, figure 8, as well as a multipoint crossing 'zig-zag' course for banger racing. I've made a special decalroad for the AI (on the custom map UKR which is perfect for it!), specifically following what would equal to a racing line, yet it seems the AI is way too slow and careful around corners. While a possible workaround is to give the player a heavily underpowered car, which I kind of did already, I'd like to enquire about some kind of manual override on target speed. The drivability is set to 1, I've even tried adjusting your very own 'race multiplier' to crazy amounts, but this doesn't seem to work either. I've noticed enlarging the width of the road seems to help in certain cases, but the side effects are obvious: The AI, when getting off the actual road, will still act as if it was on the road, often resulting in spectacular rollovers. Would increasing the 'targetzone', the thing that steers the AI, help? TL;DR: Is there a way to increase speed in a turn for the AI? Please help, almighty Scepheo!
Do any of you guys hate that moment when you tried to wreck a vehicle, a bumper part sticks onto your car?
Increasing the AI's aggression might help a bit, but there's not really a suitable option that I know of. This kind of problem is why my figure 8 scenario is taking so long, and why I haven't released a rally cross pack or something similar. Tweaking the Jump Derby track, jumps and AI took me more than a week, and that's a wide open road without too much that can go wrong.
Thanks for the answer. I will try increasing till I hit the maximum amount of bits the lua code can handle.
Scepheo, can you make more bots for random derby? it would be nice to have 6 cars on arena. or may be you can tell how to add some cars into your scenaio? and is it possible to choose cars by random in freeroam?
Ever since the latest 3 or so updates ar162bs cars don't seem to work which sucks cause the modded derby was my favorite, the vehicles will spawn but im pretty sure they are no longer compatible cause they don't move and the speedo tacho is all dorked up, any ways I sure hope theres a fix cause these are my favorite mods and scenarios.
Scepheo updated Demolition Derby with a new update entry: Update 1.4.1 Read the rest of this update entry... --- Post updated --- The "modded" version doesn't work anymore because AR162B's mods are outdated. That's not something I can fix, and you'll have to wait until he updates them. If he doesn't, the "modded" version will be removed.
This has been essentially my favorite mod since freemode AI derbies stopped being a thing. A bit ago, I did some playing around and managed to create a 6 car version of the random mod, with one additional car on each end. It was working fine until the new update came out. Since then, whenever I start the scenario, it places me inside of an AI controlled car, and the car I'm supposed to be in is left sitting. I've tried tabbing, even making it its own scenario, and it still has the same issue. The normal 4 car scenarios all work; it's only the one I made, and that was only after the update. Any suggestions? PS: I'm not sure what version I have of the AR cars, but they seem to be working completely fine for me. Only the offroad versions seem to be mildly broken, but even they're still drivable. They seem to be having the same issue as the Bajawk, to a point where they basically don't move in reverse.
This is the only thing I can think of, but did you name any of the AI cars scenario_playerX (X being a number)? I think that can affect the selection of the player car. Still, modifying the prefab to include two extra opponents and adding them to the .json should be a fairly quick edit.
No, I named them "opponent4" and "opponent5" in the prefab, and I changed the .json to match. The thing I'm most confused about it is how it was working perfectly fine before the update, but then the update came and the problems started. I even redownloaded the original zip incase I screwed something up, but I got the same result. I took a look in the AI's .lua file, and it said local player = nil. I'm not sure if this was this way to begin with, but I can guarantee I never touched it. I only changed opponent # and AI aggression. EDIT: I changed the position in the prefab, but even then it kept me in the same car. I then tried switching the opponent and player names. That seems to have done the trick. EDIT 2: Scratch that, it worked once. EDIT 2.5: It's working now, apparently my Sunburst is broken.
Scepheo updated Demolition Derby with a new update entry: Update 1.4.2 Read the rest of this update entry...