![]() ![]() The car shop system works using custom data files that define available cars, as well as slots and camera transforms. Added spots right now are a gas station, player garage, repair shop, mission area, race area and used car shop. Interactive spots are marked by floating "collectible" prefabs by default but could be turned off with a setting. This is necessary for mechanical damage persistence and allows the repair shop to charge for mechanical damage.Ĭurrently implemented interaction system using triggers that open up UI menus allowing various actions. By following uses of the "damageTracker" lua module I've extracted the table keys needed to access mechanical damage states. The provided damage value on the vehicle information node does not give account for mechanical damage and other damage like flat tires. Mechanical damage is saved to a file alongside the Beamstate file. Mechanical damage persistence is also working using module that extracts VLUA data and fills a table containing detailed mechanical damage. This part of the feature is working properly. Each car owned by the player has it's own Beamstate file. This is working properly and has been added to the project.Įxternal damage is restored using the Beamstate system. Userdata folder structure containing career data, owned car data, various config files. Here is some more detailed information on technical features. Must watch out for police, more cops during day.More difficult races & missions during the night.Gain rep to be allowed into the big leagues end game races.Show up to car meet with good car to earn rep (or lose it).Race other people for money, rep or slips.Build up crappy cars into racing machines.- User Settings and Config, Difficulty settings, QOL features.- Risky challenges that reward money (speed trap, time attack, etc).- "Big Leagues" endgame races like in SLRR.- Police chases, tickets and impounding.- Player Health & Fatal Crashes reset career.- Repair shop & Vehicle Repairing system.- Gas station & Vehicle Refueling system.Technical Features : ( = Working, = WIP, = Planned ) Chapters are listed in the description if you're interested in specific features. NOW RELEASED! See link at the top of the post.īelow are some videos showing off some of the main features currently added to the project. I'm currently not sure when I'll release the first version of this project but it will likely be posted to my github in the following weeks if all goes well. I've made this with modding in mind and I believe it should work with most vehicle and part mods however that remains to be tested. ![]() This project works using easily customizable files, flowgraph and a ton of custom LUA that's ready to reuse in other projects. Bought cars are sent to the player garage and can then be modified by buying better parts. There is an interactive used vehicle shop implemented, working as expected from a car shop in a racing game with a menu to browse and then purchase cars. Money is earned through various missions and races and can be spent on new parts and cars. Players can drive to gas stations to refuel and pay for gas. Vehicles must be driven to a garage to get repairs which cost money based on mechanical and external damage. I've always wanted to see this type of gameplay in BeamNG so I decided to have a go at it.Ī degree of world interaction has been added, currently only to the Utah and East Coast maps since this is a WIP. ![]() I'm sure many will remember this feeling from playing SLRR. The main goal is to add damage persistence and some sense of progression to the sandbox, which creates a fear of losing a car it took hours to get during races. Download from the BeamLR Github Repositoryīeam Legal Racing (BLR) is a hardcore career mode project aiming to create an experience inspired by the game Street Legal Racing: Redline. ![]()
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