Re: Waypoints (paths) for cars Did you read the documentation (installation page)? Simply copying the files in folder is not enough.
Re: Waypoints (paths) for cars Added the installation file for automatic installation with Lua-mod-installer . Unpack the "InstallScript" archive, in BeamNG Lua-mod Installer select wp.bls and press "Install" button.
Re: Waypoints (paths) for cars Very nice script. Also helpful as we can see some of the LUA stuff in action. PS: I got a simple (unrelated) question that you may be able to answer. Can you tell me why typing 'showAIGUI()' in system console does nothing (see end of 'main.lua') ? EDIT: Nevermind this time it worked. I'm sure I got it 'not' to work previously but not sure why. Anyways I'll try making some canvas menus and maybe one for your script (unless you already planned it heh).
Re: Waypoints (paths) for cars Maybe not worked because there was another mode is selected in the console (not BNGS). I thought about creating GUI, but still did not look how to do it.
Re: Waypoints (paths) for cars That's awesome!! They look like random traffic and it brings the world slightly more to life, i'll definitely be using this mod once i upgrade to a pc that can handle more than one car!
Re: Waypoints (paths) for cars I'm nearly done with it actually . Was not that hard. Will post it soon. - - - Updated - - - Ok so here is for those who want a first GUI editor for this script. For the moment I just added the things that didn't involve using a user input as I don't yet know which controls can be used. So you can already: - start recording path - stop recording path - clear waypoints - start running the path with the player vehicle - stop running the path with the player vehicle I also added the 'Add point' function but for some reason I'm getting an 'Error in error handling' exception ... Anyways here's what you can do to use this: - replace the '[game dir]\lua\system\waypoints.lua' file with the provided one ( if Incognito agrees ), will for sure only meet requirements for the current version at this point - edit '[game dir]\scripts\client\inputmaps\keyboard.inputmap.cs' and add '%mm.bindSLuaCmd(keyboard, "ctrl y", "wayPoints.showGUI()", "" );' to the end of the file (replace 'ctrl y' with any shortcut you'd prefer) How to use: - press 'ctrl+y' to open the menu (or the shortcut you decided to use instead) - for all options except 'Add point' choosing it in the list will do the job - for 'Add point' (not yet working correctly) the 'Apply' button will repeat the action If Incognito or anyone can tell me why I get that error in 'Add point' I'll be glad to read it. EDIT: see post below for working 'Add point' and 'Load' & 'Save' file options
Re: Waypoints (paths) for cars Here's an updated version with load and save file included. It spawns a text box when the option is chosen and the 'Apply' button does the job (load / save) on the entered file name. I checked if there was points defined before saving because it was firing an error. Also 'Add point' is working now. PS: if you think it's good enough you can include these changes in the first post
Re: Waypoints (paths) for cars I still can't figure out how to get the carId. No matter what vehicle I'm in, wayPoints.printCurrentCarID() doesn't do anything...
Re: Waypoints (paths) for cars I am almost positive extracted everything right on key, because it works, but all I get is cars trying to crash. Even with the path recorder and everything. are the map waypoint files supposed to be in Lua/System? or where?
Re: Waypoints (paths) for cars Thank you. Solved my problems might I say it's way better now that the cars don't just crank the wheel and gun it in a circle then head towards the nearest mesh XD very good work
Re: Waypoints (paths) for cars - doesn't work for me. Can't get this to work. Have done everything posted in the YouTube Tutorial Videos (1 & 2). I am attempted to set up waypoints on the newest "Open Road" map on the WIP's section of the forum. Car ID's do not show up either when I type wayPoints.printWayPointsForCar(carId). If I put a number in the "(cardId)" spot, it shows no errors - I thought this was to acquire the ID of a car you have selected though? The default truck sometimes accepts ID "2", when ID "1" gives an error. How does a vehicle have 2 different ID's? I tried doing a recorded path as well to no avail. My console is set to BNGS during all attempts. Running the newest version of BeamNG 3.0.5 I checked my "Waypoints" folder in my dame's directory - I see no saved files, even though I have saved multiple waypoint files with no errors shown in the console while saving. I think this is where my problem is - I cannot get any saved .lua files to show up in my waypoints folder, no matter how many times I save. I can do all of the above with no displayed errors in the console, but the waypoints folder never has any new .lua files (have tried saving 15+ times).
Re: Waypoints (paths) for cars The message "WayPoints saved" appears? Are you sure you have properly installed the mod? P.S. After resetting (CTRL + R) the car - his ID is changed.
Re: Waypoints (paths) for cars I seem to be to much of a noob to actually know where to find the GUI console and I cannot seem to find (nothing there where the pic points at when in either F11 or F10 menu) the BNGS option and everything else. Where do I have to go to do all the stuff, where to start? The help doesn't help me a lot.