Re: Waypoints (paths) for cars I have a german Keyboard, so that doesn't work, for me It's of those Strg (Ctrl)+Alt+ +. This is what mine looks like: (imported from here)
Re: Waypoints (paths) for cars Get the help.zip and follow the instructions. I suggest to get the installer version to use with the lua mod installer (link in the help zip), then look at page 3 of this thread and get the version with the GUI and everything will be easier.
Re: Waypoints (paths) for cars Can someone please post a video or something showing how to install this mod. I cant figure out how to use the automatic program thing. I someone would do that i would be most grateful
Re: Waypoints (paths) for cars Wow. I just wrote what you need to do. DOWNLOAD THE HELP.ZIP AND OPEN THE INDEX.HTML IN YOUR BROWSER. Can you guys see it now? MORE CAPS WORD BECAUSE SHOUTING AHHHEEE!!
Re: Waypoints (paths) for cars I just dont know how to do it. I am not that smart when it comes to this kind of stuff.
Re: Waypoints (paths) for cars Everyone learned somehow, you are just giving up and hoping other people will do it for you completely. They've already described how to do it quite clearly. Try again and folllow the instructions carefully.
Re: Waypoints (paths) for cars Love the mod, took a while to get it right but following the instructions it wasnt too bad. I was thinking this could be used to accurately benchmark BeamNG, by just downloading a predefined waypoint course that takes around 60 seconds to complete, then use Fraps to bench it, which will note the min/max etc. Repeat a few times to be sure then compare with other hardware. I personally am doing this on my q6600 pc, then will repeat when i go back to uni with my 3570k, looking forward to the numbers! Mine is just a quick run with the default pickup on the gridmap, over the bumpy road, bit of powersliding and up the big ramp at full throttle to a big crash.
Re: Waypoints (paths) for cars Im sorry. I was being kinda stupid. I apparently oversaw that InstallScript download because i didnt know if i had to use it. I will try to install the mod again now. - - - Updated - - - I got it to work! Thank you for kinda inspiring me to try again
Re: Waypoints (paths) for cars What should happen, if the AI Reaches the End of the Waypoints? For me, the Game freezes. In the Help HTML is written, that it will start travelling to the first point. But thats not happening for me. What am I doing wrong?
Re: Waypoints (paths) for cars I got it I missunderstood HOW he comes back to the start I thought, it would drive the known points backwards, but I made a new one, buildung a lap. That works . Seems like the error was sitting in front of the PC .
Re: Waypoints (paths) for cars Small update (1.0.4): some optimization; if the vehicle is stuck, vehicle must go a little back; added runAllCars() function.
Re: Waypoints (paths) for cars I had been staying away from this because it looked so complicated, but it was surprising easy to configure. So now I've spent most of the day trying to get the AI to follow a perfect line around the track, I'm using the automatic point mode. I've done my best to drive as fast as possible without the AI spinning out in corners, however there are still one or two spots that I just can't seem to get right, and therefore ruin the whole setup.. I was wondering if there was an easy way to determine which waypoint # your passing in realtime? The route I recorded is over 5mins long, so it's pretty difficult to look through the lua file and try to guess where I need to make a change. This really is awesome once its setup correctly, I just wish the AI was able to reproduce the exact route you take.
Re: Waypoints (paths) for cars This AI can not reproduce the exact route, it just goes from point to point (AI itself computes the desired acceleration, steering, etc). To reproduce the exact route, necessary to record completely all information (acceleration, steering, etc.) every second (probably more often). I somewhere have "sketches", but at present is no time to finish it
Re: Waypoints (paths) for cars Hi there, I downloaded the script and tried to make a waypoint via Code: [COLOR=#000000][FONT=Arial][I]wayPoints.addPoint(1 ,20)[/I][/FONT][/COLOR] But I get an LUA Error: ** FATAL LUA ERROR: lua/system/waypoints.lua:58: table index is nil I did alle the following things 1) I get the car ID via Code: [COLOR=#000000][FONT=Arial][I]wayPoints.printCurrentCarId()[/I][/FONT][/COLOR] The value was printed as "Current carId = 1" 2) I installed the script manually 3) After that I set the "main.lua" back and deleted all copied files 4) I installed the script via "BeamNG Lua-mod Installer" but same problems 5) Run beamNG as administrator (by the way i am using win8.1 64) 6) I inserted the addPoint comand multuple times via Strg+C. After 4 attempts there was no longer an error message . Then I drove a little further and add another waypoint. There again was the error message. Same method. After a few tries the error message doesn't show up. But Code: [COLOR=#000000][FONT=Arial][I]wayPoints.printWayPointsForCar (1)[/I][/FONT][/COLOR] still shows nothing. Any thoughts on this? Where can I start searching for the reason of this error? Thanks a lot.
Re: Waypoints (paths) for cars Remove space after "1" here: Code: wayPoints.addPoint(1 ,20) - - - Updated - - - Also some fix. Try it
Re: Waypoints (paths) for cars Thanks for your quick answer but it didn' work. Here is the complete message: Code: *** FATAL LUA ERROR: lua/system/waypoints.lua:70: table index is nil Stack Traceback ========== (2) Lua field 'addPoint' at file 'lua/system/waypoints.lua:70' ^Local variables: ^ carId = number: 1 ^ maxSpeed = number: 20 ^ playerPosition = (0.42 So the part lua:58: changed to lua:70: So the position Value isn't correct. Only "(0.42" is shown. Is this normal? Your code stuck at the position query.