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- France
Thank you Tetri !
I have to make some work and read your code in order to understand exactly what you want to do. I have seen in the lua-sdk some methods such as ac.worldCoordinateToTrackProgress(v) and ac.getTrackAISplineSides(v) which seem to return the next AIfastline position or the distance with left and right sides of the lane but I do not figure if it is callable by any car at any time.
I'll start next week with a very simple lua app to make some unit tests and learn more. I'll start with the tracking of track conditions to trigger a pit stop with wet tyres and then the blue flag behavior, which should lead me to this fastline management !
No worries, i will never find time to finish this crap anyway.
The lua debug is the fastest way to see if things are actually taken into account.
The code i added is also a long list of tries and errands, some stuff worth, some rubbish.
Have a look at the Broken Kicker Car lua app as well - ai hints specifically. There 's definitly something to use in an ai script.
If i look at my to do list :
-integrate all hints from the track data folder into aihints.lua for real time editing
-integrate fastlane position markers (done)
-integrate behavior related to fastlane position (test ok, need tweaking)
-integrate AI car position and distance relative to eachother for attack/defense behavior (20%implemented, useless at the moment)
-adjust global HINTS/BRAKEHINTS depending on car power/grip etc either automatically or from a premade list.
-adjust car ai.ini automatically defense, attack, corners 2 wide, etc
-create editor to import/export parts of different fast_lane.ai (done, error at payload_0 first value - exact position 153876-, where lua reads a nil value instead of the correct mathematical value, highlited in the image below, crashing the spline. It needs a python app rather than a lua, or a little script edit to copy this particular value without going thru lua recalculations.)
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