Overriding bigmap waypoints/events?

Discussion in 'Programming' started by LiterallyAPastry, Dec 14, 2021.

  1. LiterallyAPastry

    LiterallyAPastry
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    Joined:
    Jun 15, 2021
    Messages:
    37
    I have a gamemode I'm working on that has its own waypoints/locations. Any tips on how to access and edit what waypoints are shown in the map through Lua?
    Any tips would help quite a bit! Thanks!
     
  2. angelo234

    angelo234
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    Programmer
    BeamNG Team

    Joined:
    Aug 11, 2017
    Messages:
    540
    When you say "shown" do you mean enabling/disabling waypoints or just making them visible/invisible? For the former I'm not so sure, but for the latter I've got a solution:

    From what I have found the waypoints are split into three individual objects (the translucent cylinder thing, the left and the right poles). And the naming sequence of these objects are base_marker_x , cylinder_marker_leftx , and cylinder_marker_rightx , where x refers to the waypoint # (not the waypoint's name). And to actually set the visibility of these guys, use the following example (hides waypoint #1):
    Code:
    scenetree.findObject("base_marker_1"):setHidden(true)
    scenetree.findObject("cylinder_marker_left1"):setHidden(true)
    scenetree.findObject("cylinder_marker_right1"):setHidden(true)
     
  3. LiterallyAPastry

    LiterallyAPastry
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    Joined:
    Jun 15, 2021
    Messages:
    37
    What I want to do, actually, is change the waypoints that are displayed in the new bigmap view (accessed by pressing M). There's a bunch of waypoints there, but I haven't managed to figure out where that data lives. I couldn't find any references to them in the ingame editor, either
     
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