Autodrive

by Pi-C

Car equipment for train avoidance, logistic network integration, circuit network connectivity, fuel refill, ammo reload, vehicle repair, radio control, enemy targeting, and gate control.

Content
a month ago
0.17 - 2.0
3.43K
Transportation Combat Logistic network Circuit network

i Drive-to-pin

2 months ago
(updated 2 months ago)

Simple idea: clicking with the remote selected on a pin (below the minimap) drives to that location. (Actually coding it? Maybe not-so-simple. :grin: )

As <ALT-MOUSE1> on any point in the map instantly creates a pin, this addition would make driving to common locations downright trivial.

Does that sound feasible?

a month ago

I just checked: Unfortunately, this doesn't work because clicking on a pin doesn't raise an event Autodrive could respond to. Nice idea, but I don't see how I could implement it …

a month ago

On a hunch, I asked ChatGPT about it. I have NO idea if it is hallucinating or not, but this is what it had to say:

https://chatgpt.com/share/68db2a2d-35b4-8007-8ae1-d56713effe68

a month ago

I haven't really played the game in years, so I may be missing something. However, I marked a car with the remote control, removed all fuel from fuel inventory + trunk, and added a fuel sensor. This would result in an alert. Clicking on the alert icon opens an "Alert overview" window, where you can use the button on the very left to pin individual alerts below the minimap.

While modding, I always use Creative Mod. If you open its window, click on "Modding" and then "Events", you can select which events it should listen to. I've selected all events, with option "Print events" enabled. Clicking on the pin put me in map view and raised on_player_controller_changed – which is useless for what you want. I could add a handler for on_player_clicked_gps_tag, but I suppose that wouldn't be practical because it would respond to clicks on all GPS tags: If you've got a selected vehicle and accidentally clicked on a GPS tag somewhere in the chat window, the vehicle would try to path there (if it was on the same surface).

19 days ago

Fair enough. If that AI chat didn't help, I won't bother you any further on the matter. Thank you for your time and attention.

19 days ago

You're welcome – and it's a pity I couldn't help with this! I've thought about storing routes (a series of paths between waypoints), but that seems to involve a lot of work (mainly GUI stuff) and it would have been great if pins could be used …

19 days ago

If you REALLY want to see how far you can push things, what about implementing a train-style interface, where you place tiles that are named like train stops, and you add them like stations--with all of the conditionals, naturally!. Players can set up the tiles wherever they need them and the vehicle will automatically path between them.

I'm not sure how you would/could choose 'one-way', 'loop', and 'ping-pong' travel options, but that's a minor point when you can set up tanks to patrol your borders, have trucks deliver supplies to distant outposts, etc. (I am remembering that vehicles can now do logistics requests right?)

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