1.29 New Feature: Traffic Tool
- bobgrey1997
- Posts: 3618
- Joined: 30 Nov 2015 02:13
- Location: Minnesota, Iowa, Dekotas, and Nebraska
- Contact:
1.29 New Feature: Traffic Tool
As soon as 1.29 beta came out, I jumped right into the map editor, as usual, to see what new things I could find!
The first thing I noticed were the new 1-1-1 road prefabs and sign stands with the new, reworked, sign template system.
But then, I quickly noticed some new buttons in the tool bar, including the Scene Preview, Settings, and the Traffic Tool:
[ external image ]
When I click the Traffic Tool, a transparent red overlay covers all of the sectors that have anchor nodes (the base node that items are centered on) in them at altitude 0:
[ external image ]
and the routing on all roads and prefabs go to a dark blue and the directional arrows on them go away:
[ external image ]
I have a theory about what this tool does:
Theory 1: Highlights where traffic can flow. If there is a misconnected node or a break between roads or prefabs, it will erase or change the blue line to show that AI can not navigate that path.
Theory 2: This tool can be used to alter the AI paths. A means of being able to simulate road work or closed lanes by disabling them with this tool somehow?
Anyone else noticed this tool? Anyone know how to use it or what it is used for?
The first thing I noticed were the new 1-1-1 road prefabs and sign stands with the new, reworked, sign template system.
But then, I quickly noticed some new buttons in the tool bar, including the Scene Preview, Settings, and the Traffic Tool:
[ external image ]
When I click the Traffic Tool, a transparent red overlay covers all of the sectors that have anchor nodes (the base node that items are centered on) in them at altitude 0:
[ external image ]
and the routing on all roads and prefabs go to a dark blue and the directional arrows on them go away:
[ external image ]
I have a theory about what this tool does:
Theory 1: Highlights where traffic can flow. If there is a misconnected node or a break between roads or prefabs, it will erase or change the blue line to show that AI can not navigate that path.
Theory 2: This tool can be used to alter the AI paths. A means of being able to simulate road work or closed lanes by disabling them with this tool somehow?
Anyone else noticed this tool? Anyone know how to use it or what it is used for?
- SimulatorSam
- Posts: 4902
- Joined: 05 Mar 2014 17:52
- Location: United Kingdom
- Contact:
Re: 1.29 New Feature: Traffic Tool
I’d like to know more about this too, I was hoping that there would be a way to spawn AI vehicles on-the-fly in the editor or something...
- Frontiersman
- Posts: 838
- Joined: 21 Feb 2016 14:24
- Location: Missouri USA
- Contact:
Re: 1.29 New Feature: Traffic Tool
Something tells me it's a tool for fine-tuning AI behavior in certain areas.
Re: 1.29 New Feature: Traffic Tool
No idea why, but if I click the "traffic tool" button I get a different result:
[ external image ]
The green lane lines on prefabs turn into red, and the roads also show red driving lanes. Now it is easier to check of the driving lanes of prefab match an attached road. If there is a different intent behind it I don't know.
Also I don't get the "dark blue". I wonder what makes the difference.
[ external image ]
The green lane lines on prefabs turn into red, and the roads also show red driving lanes. Now it is easier to check of the driving lanes of prefab match an attached road. If there is a different intent behind it I don't know.
Also I don't get the "dark blue". I wonder what makes the difference.
Re: 1.29 New Feature: Traffic Tool
Great find!
- SimulatorSam
- Posts: 4902
- Joined: 05 Mar 2014 17:52
- Location: United Kingdom
- Contact:
Re: 1.29 New Feature: Traffic Tool
Ah! So it does spawn AI, brilliant!
Re: 1.29 New Feature: Traffic Tool
Noticed each time you hit "num -" it changes what it does as well. Each function you can see in the console so you know what it does.
This is great however how in the heck do you change the accessibility on the roads. Had no issues with AI traffic on my roads before now it seems 90 percent of my map is inaccessible to AI traffic. Is there something we need to change on custom roads in the defs so that AI traffic can use them?
EDIT: - NM figured out the issue. If anyone else is having the same issue where AI Vehicles wont spawn on custom roads you need to edit your traffic_lane.sii for your particular map i.e mine is traffic_lane.dalton.sii
and add in the traffic rules such as this.
N.B. I just copied one set of rules and pasted for all there are other rules in the main game traffic_lane.sii
Then go back into your editor and look at your roads with the traffic tool and hit "Num -" till you are in accessibility mode and see if all the lines are green. If they are red then you either have them set to no ai traffic or you missed something in the traffic_lane_whateveryoursiscalled.sii
That was a nightmare to work out!
This is great however how in the heck do you change the accessibility on the roads. Had no issues with AI traffic on my roads before now it seems 90 percent of my map is inaccessible to AI traffic. Is there something we need to change on custom roads in the defs so that AI traffic can use them?
EDIT: - NM figured out the issue. If anyone else is having the same issue where AI Vehicles wont spawn on custom roads you need to edit your traffic_lane.sii for your particular map i.e mine is traffic_lane.dalton.sii
and add in the traffic rules such as this.
N.B. I just copied one set of rules and pasted for all there are other rules in the main game traffic_lane.sii
Code: Select all
traffic_lane_data : traffic_lane.road.motorway
{
speed_class: motorway
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_l
traffic_rules[]: traffic_rule.s_truck_l
traffic_rules[]: traffic_rule.s_bus_l
traffic_rules[]: traffic_rule.s_police
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
traffic_lane_data : traffic_lane.road.expressway
{
speed_class: expressway
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_l
traffic_rules[]: traffic_rule.s_truck_l
traffic_rules[]: traffic_rule.s_bus_l
traffic_rules[]: traffic_rule.s_police
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
traffic_lane_data : traffic_lane.road.expressway55
{
speed_class: expressway55
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_l
traffic_rules[]: traffic_rule.s_truck_l
traffic_rules[]: traffic_rule.s_bus_l
traffic_rules[]: traffic_rule.s_police
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
traffic_lane_data : traffic_lane.road.elliot
{
speed_class: expressway55
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_l
traffic_rules[]: traffic_rule.s_truck_l
traffic_rules[]: traffic_rule.s_bus_l
traffic_rules[]: traffic_rule.s_police
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
traffic_lane_data : traffic_lane.road.dalton
{
speed_class: dalton
traffic_rules[]: traffic_rule.road
traffic_rules[]: traffic_rule.s_car_l
traffic_rules[]: traffic_rule.s_truck_l
traffic_rules[]: traffic_rule.s_bus_l
traffic_rules[]: traffic_rule.s_police
traffic_rules[]: traffic_rule.overtake_alw # Allow overtaking (including 'wrong way')
}
}
That was a nightmare to work out!
[ external image ]
Quote from Lisa Kelly on Ice Road Truckers
"When you least expect it the road will get ya"
Quote from Lisa Kelly on Ice Road Truckers
"When you least expect it the road will get ya"
- elitegamer0611
- Posts: 166
- Joined: 20 Apr 2016 12:09
Re: 1.29 New Feature: Traffic Tool
Anyone managed to work with "Speed Limits" traffic tool? I couldn't figure it out.
Re: 1.29 New Feature: Traffic Tool
The question is. how to change the type of cars in the AI traffic in the editor?
- elitegamer0611
- Posts: 166
- Joined: 20 Apr 2016 12:09
Re: 1.29 New Feature: Traffic Tool
Sebass18 you can't. Editor spawns them randomly.