Im splitting the previous Roadforger into two different mods. So this will be the vehicle track spawming system and then roadforger that will be sperate but depend on this mod.
https://reforger.armaplatform.com/workshop/668AD0DF0171A2B7-VehicleTrackSystem
#Vehicle Track System
1 messages · Page 1 of 1 (latest)
That pretty cool 😄
Is this still using prefabs? Looks way better
it is, not sure if there are any wizardry that could achieve this type of depth effect and collision without prefabs
Ah yeah I see it now. Are you open to suggestions on the visuals?
no if you criticise me im going to cry 😠
jkjk go ham
Okay a few galaxy brain ideas:
- Spawn the prefab under the ground and move it upward over a few frames, it will look less abrupt
- Scale or move the prefab higher or lower based on the mass of the vehicle - jeep could make small dirt trails, truck could make bigger trails
- Randomize the angle between 0 and 180, and add random angle between -2,2 degrees along the yaw axis to make it look a bit less repetitive
- Fade away or sink over time and garbage collect
Idea that probably wont work but would be cool if it did - attach particle emitter to wheels (maybe through script getting wheel position and size) and use prefab particles somehow to make the system maybe more performant
Also 5. I dont know if you only do this for dirt but I would expect this effect to not come up when driving over concrete
If you have infinite time, multiple prefabs that are in a straight line could be replaced by one prefab that's longer, idk
Would be cool if we had access to shaders
- Adressing your first point this is what i made to make it not so abbroupt but i need a better way to inforce it. It spawns a tiny prefab that covers the track. see video
- Since they are prefabs attached to the vehicles thats very easy just by making a new trail in blender. Also can enable my on delete hit detection so when you drive over the track it deletes that part.
- that could maybe work
- already have a time function and a max spawn limit per vehicle.
- yes have a detection system that can tell what you're driving on, just features ive toggled off now because of testing
Yeah the prefabs spawn very abruptly, if you spawn it underground and use frame event to move it upward to intended position fast it will seem less sudden
wont frame event be costly to run on servers?
yeah, so the road creation uses splines that it generates and adds to it like you would normally do in editing tools. So i had an idea where you visually saw the prefabs being spawned like now, but it too uses splines to generate the visual road tracks, or is that also replication problem? https://i.imgur.com/74h7fk4.jpeg
If the dirt prefab itself has a rpl component and is streamable then it might have some consequences when players enter its streaming range
What if the tire tracks are created locally just for the player (no RplComponent, so they don’t get networked), but at the same time we record the path behind the vehicle? That path could build a spline on the server side, and the spline would then spawn the track prefabs like we normally do in the editor.
So basically:
Local = instant visual tracks around the tires, player-only.
Server = builds a spline from the player’s path, with an RplComponent, which then spawns the replicated tracks for everyone to see.
what does that spline actually do?
This looks sick man !
Oh wait do you mean rpl sync the spline only and generate the prefabs when in range? Fair
this what i had in mind so the willys has the local spawner on it so only the player see this, and the truck has the server spawner slower spawn rater bigger gaps so fewer prefabs and a bit more
@fading heath ive also played around with another idea, that would be to have the X amount of these prefabs preloaded into the game. then move them around. Then we dont need to worry about rpl right?
I mean kinda have to tell the clients where to put them, but maybe just position is less network traffic
i should have known its you making these awesome things steffen
everytime i see something cool its you hahaha
this here might be better than what ive made with the raised trackes, so might opt to go away from it because of replication issues and all
Hmmm 🤔 it be cool if u make a way to make your own city/bases etc with no city’s/towns etc in the map
think its called sims 😉
I know just mean in arma reforger in gm mode
damn that's awesome you got it to remove the grass, do you think bushes are possible?
yes alredy have it just not enabled atm
Does this work on other maps or only on vanilla
This is the best mod of all time. Easy MANW win.
Yes
Update:
-All trucks has tracking now
-Changed so it only spawns offroad(not on dirt roads too as it used too or overlapping on itself)
-Engineer trucks can build roads(remeber to make a path first)
Modified it to keep a little in the middle of the track too
very nice detail
peak
i was playing 1.6 on exp and some random guy told me there was someone working on a dynamic dirt road mod.
and i just had to give kudos! accept the cat kisses!
Improvements to the tracks are being worked on now. A bug made it not work completly as intended. But this will make it a lot more optimzed. Live test on the MARS server showed there is performance issue when many many spawn and some overlaps. So a cleanup feature is in place, but i suspect it was because of overlapping prefabs(even though ive made it so it shoulndt do it). But now it should soon work even better https://i.imgur.com/JJ6NBLT.jpeg
Will this be based on vic weight?
IE heavier vics will create tracks
also IMO 5 tons should flatten grass under the wheel and that the track mark should be fainter in a sense
then if another 5 tons rolls over the same track it'll create the track texture we have now
when will it be applied to LAV and BTR?
Improvements made to the track system, now can be controlled by individual tiers. only applied to the front wheels here. With draw distance improving performance
when it more ready and tested. And no wont have the features you mentioned
now if one wheel is on a disabled terrain but the other is on a spawnable terrain it will spawn for the one track only
Question what vehicles can work with this mod
Everyone. Just to add my script to the vehicle and it works
Ive decided to split my mod into two, reasons so that if people want only the track part on vehicles and not the roadmodding its simpler.
The parts will be:
- Vehicle track system: Only contains the tracks that appear behind vehicles
- Roadforger: Building roads, clearing paths, engineering vehicle(s), harder offroad terrain and fuel consumption,
Vehicle Track System
Could you not make a cement truck to make like paved roads? I feel like you’re on to something lol
Simulated diff-lock just for testing. But will redo the terrain parameters so driving off road will be harder costing more fuel, and then option to use difflock on vehicles at the cost of more fuel
does it work with the winter terrain mod
Not by default. But I just need to know what they named the surface material and add it. Its very easy
That is pretty cool, will this work for Cars too? I mean those which have it irl.
Yes
not sure, but the mod is called Winterized Terrain
Isolated and found out this mod does… well this to the sounds. Wasn’t expecting it to be this mod at all
sheesh
yeah i was testing something, its been removed
i thought the shell casing hitting the ground was very low so i played with the audio a bit
hi mate @clever ice, i wanted to report that your mod has a bug that exaggerates the noise of the M16A4 weapon shells and other automatic weapons such as light machine guns
we have temporarily removed the mod until this is fixed because it is a very annoying noise
its been removed, was testing a few things that i forgot to remove after publishing update
okay thank you
btw which file did you edit to get this sound? i'm curious to try some tests with it 👀
its an audio component on the shell casing prefab
Hi, since the last update the Server spawns this log every second:
WORLD : UpdateEntities WORLD : Frame SCRIPT : No config for terrain: CONCRETE - using base friction SCRIPT : ↻ Restored base friction values
ah yes im working on something 
will turn it off and update
Updated now
@proven bone what server are you running it on?
It's on my KDII public server (#1)
Terrain drag. They have it setup for in game to have rolling resistance but its not active, so made my own
Is it persistent ?
Hello, does this remove bushes it drives over?
- How is it networked?
Look really cool!
2.I notcied it's hard to know when the wheels are supposed to be slipping and "spinning".
Looks like in vanilla when wheels are supposed to be spining and slipping, they just rotate slower?
I'm curious if you're able to do something like this, would you be able to set up a spline that would be able to affect the terrain while the game is running live. If generation of a spline works the same way as the end game engine does it might even be possible to have this as a trench digging system.
What do y'all think?
This brings up the question of how you're able to make this function in the first place, if you're able to have a spline basically follow the vehicle as you're driving,
would you be able to have it in front of the vehicle?
If you had it adjusted into the ground and had it affect terrain when it also have the same effect as it does within the editor? That's the big question I have to think of because if you're able to make a functioning spline while the game is running live that means you should be able to still alter the terrain at the same time and the same manner that splines normally do, and if done right with the perfect settings it should allow for a trench to be formed that's proper without reinforcements. Or even if you were to make a trench using the sandbag system at in one of the updates having a spline underneath it allowing it to be able to be recessed into the ground properly might also be functional.
cant affect terrain at all in run time in enfusion
that terrain is just a dirt with a another texture or something on it, not a bug just not a detectable terrain.
if it cant effect terrain, can it build upon it useing a spline, For example, If you had an engineer vehicle that when you turnt on the SPline Duplication started building a spline with a trench line behinde you and when you ended the spline definition it would end cap the trench properly
possibly the trench along the spline like you can make fences and such. But caping them at the end im not sure if its possible because it only takes on one prefab on the spline if i dont remeber wrong
It also for a start prefab, a end prefab and a run prefab
There seems to be a bug where soviet trucks will roll as if the parking brake isnt engaged while the engine is off, and the vehicles also have a small jiggle when they are stationery, enough so that the Command Truck will be disconnected after 5 mins or so if the terrain isn't flat