## Determining vehicle direction on roads

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CommanderABab
AB
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Version: Beta

### Determining vehicle direction on roads

How to change the standard movement on roads:

innerr.png (2.04 KiB) Viewed 1771 times
Subtile Order of Each Road Tile:

..........
..... 2
. 0 3
..... 1
..........

Moving direction is the sum of:
(This is from one of the subtiles above; a vehicle has reached this spot, the sum equals the possible directions it can go from here.)
1
2
4
8

So, "No direction" would be 0. Thus the vehicle would stop and most likely despawn. All directions would be 15 (for intersections).

An example of dirs for a two way road (24 number array):
(Dirs need to be provided for the frame in the comments, the others are determined from these)

Code: Select all

"dirs":[
12,9,3,6 , //0
1, 1, 8,4,  //1

1,1, 8, 2,  //3

9,9,6,6, //5

1, 3, 12, 6,  //7

13,11,14,7 //15
]
An example of dirs for a one way road (64 number array):
(One for each of the first 15 road frames, the others are adapted from these.)

Code: Select all

"dirs":[
0,0,0,0,
1,1,1,1,
2,2,2,2,
1,1,9,1,
4,4,4,4,
9,9,3,3,
3,2,2,2,
3,3,3,3,
8,8,8,8,
3,3,1,1,
6,3,6,3,
3,3,3,3,
9,8,9,8,
9,9,9,9,
6,6,6,6,
11,11,11,11
]
Note: the numbers in these examples are from my b3.plugin, which allows non-standard road movements so that cars can switch lanes across 3 or more lanes from the inner 2 way road straight sections across the straight sections of the one way roads placed adjacent. Thus, the cars may be seen driving off the side of ramps.
826!🆎️

CommanderABab
AB
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Joined: Tue Jun 07, 2016 21:12
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Version: Beta

### Re: Determining vehicle direction on roads

So, you may see the t intersection directions better.

7,11,13,14 above are the t intersections. The yellow line though the center has breaks instead of being solid.
826!🆎️

Mg3094066
Inhabitant of a Supercluster
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Location: United Mexican States
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Phone model: LG H320mb 5.0.1

### Re: Determining vehicle direction on roads

Aaaaaaa my head will exlode D:
I threw my dignity to trash and downloaded Free Fire... But someway i liked it ":'D

But i think it was too early to celebrate... my internet runs at 8kb...

Just wait another month...

danekbel
Inhabitant of a Galaxy Cluster
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### Re: Determining vehicle direction on roads

i think it's time to throw my brain to the trash can
some text.

CommanderABab
AB
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### Re: Determining vehicle direction on roads

CommanderABab wrote:
Fri Jul 20, 2018 4:25
How to change the standard movement on roads:

Subtile Order of Each Road Tile:

..........
..... 2
. 0 3
..... 1
..........

Moving direction is the sum of:
(This is from one of the subtiles above; a vehicle has reached this spot, the sum equals the possible directions it can go from here.)
1
2
4
8

So, "No direction" would be 0. Thus the vehicle would stop and most likely despawn. All directions would be 15 (for intersections).

An example of dirs for a two way road (24 number array):
(Dirs need to be provided for the frame in the comments, the others are determined from these)

Code: Select all

"dirs":[
12,9,3,6 , //0
1, 1, 8,4,  //1

1,1, 8, 2,  //3

9,9,6,6, //5

1, 3, 12, 6,  //7

13,11,14,7 //15
]
An example of dirs for a one way road (64 number array):
(One for each of the first 15 road frames, the others are adapted from these.)

Code: Select all

"dirs":[
0,0,0,0,
1,1,1,1,
2,2,2,2,
1,1,9,1,
4,4,4,4,
9,9,3,3,
3,2,2,2,
3,3,3,3,
8,8,8,8,
3,3,1,1,
6,3,6,3,
3,3,3,3,
9,8,9,8,
9,9,9,9,
6,6,6,6,
11,11,11,11
]
Note: the numbers in these examples are from my b3.plugin, which allows non-standard road movements so that cars can switch lanes across 3 or more lanes from the inner 2 way road straight sections across the straight sections of the one way roads placed adjacent. Thus, the cars may be seen driving off the side of ramps.
826!🆎️

CommanderABab
AB
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Posts: 8229
Joined: Tue Jun 07, 2016 21:12
Plugins: Show
Version: Beta

### Re: Determining vehicle direction on roads

Code: Select all

"dirs":[
12,9,3,6 , //0
1, 1, 8,4,  //1
1,1, 8, 2,  //3
9,9,6,6, //5
8, 1, 6, 6,  //7
8,1,4,2 //15
]

Where will it go?

826!🆎️

CommanderABab
AB
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Posts: 8229
Joined: Tue Jun 07, 2016 21:12
Plugins: Show
Version: Beta

### Re: Determining vehicle direction on roads

Currently used in green road special:

Code: Select all

"dirs":[
12,9,3,6 , //0
1, 1, 8,4,  //1
1,1, 8, 2,  //3
9,9,6,6, //5
9, 1, 6, 6,  //7
8,1,4,2 //15
]
826!🆎️

Lakan Haraya
Townsman
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Joined: Thu Mar 28, 2019 9:34
Location: Taytay, Rizal, Philippines
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### Re: Determining vehicle direction on roads

CommanderABab wrote:
Thu Jun 06, 2019 2:40

Code: Select all

"dirs":[
12,9,3,6 , //0
1, 1, 8,4,  //1
1,1, 8, 2,  //3
9,9,6,6, //5
8, 1, 6, 6,  //7
8,1,4,2 //15
]

Where will it go?

Conversion to moving directions
↖&↙,↘&↙,↗&↖,↘&↗ //0 (frame 0)
↘,↘,↙,↖ //1 (frame 1)
↘,↘,↙,↗ //3 (frame 3)
↘&↙,↘&↙,↗&↖,↗&↖ //5 (frame 5)
↙,↘,↗&↖,↗&↖ //7 (frame 7)
↙,↘,↖,↗ //15 (frame 15)

I think frame 0 won't spawn in this moving directions, frame 1 looks like a U-turn slot, frame 3 is a 2-way road turning to the perpendicular row of tiles, frame 5 seems to be a 2-way road bounded intersection for directions 2 ↗ (for 4 ↖) and 8 ↙ (for 1 ↘), frame 7 is more like these sequence... ↙,↘,↖↗,↖↗ ...
Frame 15 is fully bounded intersection (I mean, the vehicles will only turn right in the corner)

To illustrate:
Ako ang iyong Haráya

Founder of the first rebuilder-manufacturer of passenger-type jeepneys in TheoTown history.

Member of
TPhil Corp
“TheoTown Philippines Corporation”

CommanderABab
AB
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Posts: 8229
Joined: Tue Jun 07, 2016 21:12
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### Re: Determining vehicle direction on roads

I'm glad that you are taking interest.

Frame 0 is just a single road tile unconnected. The idea here is if a car spawns here, it will move to an adjacent road if available.

Note my restored post above showing what I currently use in Green Road Special.

You are correct about frame 15.

Frame 1 is the end section of the road.

Frame 3 is the curve of the road.

Frame 5 is the straight of the road, connected on both ends. The idea here is that this two way section can be used as a median section between two one way spans. Cars can thus move to the one way spans also, in addition to going straight.

You are correct about frame 7 as you quoted it, but in the actual plugin, cars can also go straight instead of being forced to turn right. But I still do not allow the left turn. And, on the far side of the T, it still behaves as the straight section.
826!🆎️

Lakan Haraya
Townsman
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Posts: 76
Joined: Thu Mar 28, 2019 9:34
Location: Taytay, Rizal, Philippines
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Version: Beta

### Re: Determining vehicle direction on roads

I thought about it one night... I knew it!
It is interesting for traffic management and I think it could be a helpful tool to create real-life gas station in the game... I mean, passing cars beneath the station's roof... :/
Ako ang iyong Haráya