Product Chat / Help with vehicle waypoints

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gd
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Joined: 21st Jul 2016
Location: Small Darkroom with no red light
Posted: 6th Apr 2017 11:09
Hi Guys, Just a quick question. Have any of you had luck with vehicles following waypoints smoothly without stopping on corners? Example would be more of a curve at the next node waypoint.

Any ideas or links to example would be very much appreciated.

Thanks guys.
Dark Base 900 Pro OJ: Rampage V Ed.10, i7 6950x non-OC, DDR4-3333 64 GB RAM, Win 10/64, Asus Strix GeForce 1080 x 2 SLI mode, Water cooled with an old Victorian cast iron radiator and a industrial leather belt driven fan - That's what you call Steampunked.

Laptop - M17xR3


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GraPhiX
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Joined: 15th Feb 2005
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Posted: 6th Apr 2017 11:44 Edited at: 6th Apr 2017 11:50
I think Pirate Myke had success with his trains following waypoints I will have a search see if I can find the post for you

maybe this might help give you a bit of inspiration https://forum.game-guru.com/thread/216558#msg2565881

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 6th Apr 2017 12:28
This was done with a script by AmenMoses.

I have not seen the script yet.
But for mine I needed to have the wheels separate from the body. Front wheel, back wheel, vehicle body.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

gd
7
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Joined: 21st Jul 2016
Location: Small Darkroom with no red light
Posted: 6th Apr 2017 14:22
Hi guys, thanks for the direction. I will look at some of the links.
Dark Base 900 Pro OJ: Rampage V Ed.10, i7 6950x non-OC, DDR4-3333 64 GB RAM, Win 10/64, Asus Strix GeForce 1080 x 2 SLI mode, Water cooled with an old Victorian cast iron radiator and a industrial leather belt driven fan - That's what you call Steampunked.

Laptop - M17xR3


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smallg
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Joined: 8th Dec 2005
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Posted: 6th Apr 2017 15:30 Edited at: 6th Apr 2017 15:31
something like this, play around with the distances at line 54
Quote: "if DistFromPath < 185 and VertDist < 195"

(you can ignore the 2nd if working on flat terrain)

and the turning speed itself at line 74 (note if you make it too slow then you need to give the vehicle more warning when it should start looking for the next point ^ larger distance above).
Quote: "turn = 8-(GetDistanceToPoint(e,pthx,pthz)/100)
if turn < 0.1 then
turn = 0.1
end "


note: i removed the ability to go back along the waypoints (so you won't get the weird u-turn at the end of the road), you should place the last waypoint near the first so it can continue the loop.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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gd
7
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Joined: 21st Jul 2016
Location: Small Darkroom with no red light
Posted: 6th Apr 2017 19:18
Hi Smallg, thanks for the script will have a look over it.
Dark Base 900 Pro OJ: Rampage V Ed.10, i7 6950x non-OC, DDR4-3333 64 GB RAM, Win 10/64, Asus Strix GeForce 1080 x 2 SLI mode, Water cooled with an old Victorian cast iron radiator and a industrial leather belt driven fan - That's what you call Steampunked.

Laptop - M17xR3


A new competition running for GG
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AmenMoses
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 6th Apr 2017 19:20 Edited at: 6th Apr 2017 19:22
PMs trains don't follow waypoints btw,, it would be far too much work for the user to have to laboriously lay down waypoints along the tracks. Instead they simply follow the track layout. (or rather they will when I get around to working on them again, what with real work, zombie dance troupes, helicopters and lifts I've been a bit distracted lately)
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