Flowgraph mission always shows the original car

Discussion in 'Scenarios' started by whynotwi, Jan 17, 2026 at 9:23 PM.

  1. whynotwi

    whynotwi
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    Hej guys,

    i'm new to beamng and the mission editor. So please be patient with me :rolleyes:

    I've started to play with the mission editor and the flowgraphs. The examples are helpful, but i stuck in one problem: when i create a flowgraph mission and start a mission, the original playercar is shown, although it is excluded in the mission properties. When i spawn the desired car, it is set into the original playercar.
    So how i can i make the original player car disappear? In the examples is nothing to find where the original playercar is deactivated, deleted or made invisible...

    Every help is appriciated.
    thanks in advance

    Stefan
     
  2. Occam's Razer

    Occam's Razer
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    I've run into this issue a few times as I've converted Flowgraph scenarios into Flowgraph missions. To be truthful, I'm not super sure how it works, but I did make a flowgraph mission not long ago and managed to make it work.

    The one thing I will say is that the 'Mission Cleanup' Flowgraph node, which ostensibly exists for this very purpose, does not currently work.
     
  3. whynotwi

    whynotwi
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    Thanks for your quick answer.
    I've studied the mission "Pizza delivery". So i thought they use a certain car as well and i could see where i was wrong. But even when i copied the start states into my mission, the player car was still there.
    What did you do to make it work ?
     
  4. Occam's Razer

    Occam's Razer
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    For me, it was just setting up the mission in the mission editor. Reminder that I've done this only once, and pretty recently at that lol.

    Now, my mission has the option for the player to use either a provided car or their current car. Even if I start the mission using the provided car, the player car isn't in the level once the mission begins. I take it your mission is designed to only use a provided car?
     
  5. whynotwi

    whynotwi
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    So gar i want at least a workaround. There is a node "set vehicle active". If i set the active-pin to "false" the original car disappears and i can use the car i want the user to drive.
    Not perfect, but it works. But you have to reset the original car at the end of the mission.
     
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