3.8 KiB
3.8 KiB
In-game vehicle probe
Ticket "Probe vehicle data and native passing in game" (part of map "Map: TpF3 overtaking mod"). Run 2026-10-05 on game build 40408, with the throwaway probe mod/content/overtake_probe.{gs.lua,script.tl} on branch prototype/vehicle-probe. Log excerpt: probe-logs/2026-10-05-vehicle-probe.txt.
How the probe works
- A mod registers a per-tick game script by shipping
content/<name>.gs.lua(data()returnsupdateScript = { fileName = "<name>.script@update" }), the same way the base game'svehicle/vehicle_modifier.gs.luadoes. Nomod.jsonentry is needed. Adding it to an existing save logsCreating entity for newly added GameScript haylan_tf3_overtake::/overtake_probe.gs. updateruns every 0.2 s of game time (dt = 0.2).- Module-level Lua variables don't persist between calls: the script runs in several or fresh Lua states. Persistent state has to go through
GameScriptState. - No hot reload: an edited
.tltakes effect only after the save is reloaded. printgoes to<Steam>/userdata/<id>/3493540/local/crash_dump/stdout.txt.
API facts (observed, overriding tealdef where they differ)
- Player vehicles:
api.engine.getEntitiesWithComponent(TRANSPORT_VEHICLE, { requireOwnedByPlayer = api.engine.util.getPlayer() }). Road vehicles also carryLAND_VEHICLEandMOVE_PATH. MovePath.path.edgesis a 1-based Lua table ofEdgeIdDiruserdata (.edgeId,.dir), not{EdgeId, boolean}as the tealdef says. The current edge isedges[dyn.pathPos.edgeIndex + 1].EdgeId.entityis the street segment (it carriesBASE_EDGEandTRANSPORT_NETWORK).EdgeId.indexis the lane within that segment'sTransportNetwork.edges.TransportNetwork.turnaroundEdges[index + 1]is the opposite lane.TransportNetwork.edges[i]hastransportModes,speedLimitandcurSpeed.BaseEdge.laneConfigslists the lanes, withforward,offset,widthandtransportModes. Mode keys print as integers: sidewalks[0,1], driving lanes[2,3,4].landVehicleMoveSystem.getVehicleInfoonly returnsavailPower,traction,tractiveEffortandvehicleAvailPower.MovePath.blockedstayed0for every vehicle the whole time, including vehicles clearly queued behind a slower one. It doesn't signal "held up by the vehicle ahead".MovePath.dyn.timeToIgnoreis negative and counts down for almost every vehicle. It was briefly positive (+9.4) once, right after a stop. Its meaning is unknown.
Observed traffic behaviour
| Road | Lanes per direction | What happened |
|---|---|---|
country_new_medium (segments 6527 → 29697) |
2 (lanes 3 and 4 forward) | 29251 (power 243) followed 29852 (power 160) in lane 4 over 6 segments, 24–30 m behind. It accelerated to 17.7 m/s and then dropped to 15.1 m/s to match the vehicle ahead. Lane 3 was free and stayed unused. |
country_new_medium (segment 28894) |
2 | The two vehicles were in different lanes (3 and 4), but their order never changed. This looks like lane choice for the next turn, not passing. |
country_new_small (segments 26513 → 28566) |
1 (lane 2 forward, lane 1 opposite) | 29251 was held at exactly 16.67 m/s (29851's top speed) behind 29851, below the road's 22.2 m/s limit, for 6+ segments. |
Verdict
- The engine does not pass natively, on either multilane or two-way roads. Bus lanes weren't tested.
- The read side is sufficient: a script can tell, per vehicle, which segment, lane and direction it's in, where it is, how fast it's going, and what the opposite lane is. So both the "held back" condition and an oncoming-traffic check can be computed. "Held back" must be derived (same segment and lane, small gap, speed below the vehicle's capability), because
blockeddoesn't report it. - No documented command can make a vehicle ignore the one ahead (see
overtake-feasibility.md).