Using BeamNGpy to control scenario start routine
See original GitHub issueHi,
I was wondering if it is possible to use BeamNGpy to control the scenario start routine including the initial message which is shown to the user.
self.beamng.load_scenario(scenario)
self.beamng.start_scenario()
self.beamng.switch_vehicle(vehicle=player_vehicle)
For example, when I was testing the above with BeamNG.tech.v0.25.4.0
sometimes it would show the scenario start message, but other times it would show briefly and go away and give the player direct control of the vehicle without interacting with the GUI.
Would it be possible to:
- configure scenario start message, including title and description?
- configure if the GUI appears or not (i.e. completely disable it)?
Issue Analytics
- State:
- Created a year ago
- Comments:5
Top Results From Across the Web
BeamNGpy/guide.md at master - GitHub
This guide helps exploring the collection and can help in finding examples for specific problems and features. For getting started we suggest taking...
Read more >BeamNG GmbH - BeamNGpy
for example, run a scenario in which each vehicle is controlled by a ... We have a guide helping you getting started and...
Read more >BeamNG.drive Script AI: Advanced Tutorial & Techniques
This video will give you an overview of some of the more advanced techniques of using the Script AI Manager in BeamNG.drive.
Read more >DriveBuild Automation of Simulation-based Testing of ...
However, any subset of test cases involves AIs which control AVs. ... of CommonRoad scenarios with a guaranteed high accuracy.
Read more >(PDF) DriveBuild: Automation of Simulation-based Testing of ...
However, any subset of test cases involves AIs which control AVs. These AIs ... of CommonRoad scenarios with a guaranteed high accuracy.
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
Ah, I see, thanks for reporting! Unfortunately, this is a bug. It will be fixed in the next major release.
The
waypoints
field in theScenario
class is unused (we’ll remove it to decrease confusion). To get the waypoints of a scenario, you can call the functionScenario.find_waypoints()
.Waypoints are nodes of the navgraph - you can think of them as named positions in a map. If you call
find_waypoints
, you’ll see that there are tens of waypoints already predefined on most of the maps.Checkpoints of a scenario are positions that are needed to be driven through in order to finish a scenario. To create checkpoints in your scenario, you can call the function
Scenario.add_checkpoints
(see the example below).If you run the example, you can see that every checkpoint created through the
add_checkpoints
function has its associated waypoint.@aivora-beamng thanks for the explanation and demo.