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It can be very useful to use a working example as reference, such as the official cannon vehicle.

Contents

  • Vehicle-Specific Bindings
    • Defining vehicle-specific actions
    • Making the vehicle actually do stuff, aka onUp/onDown/onChange source code
      • Advanced case

Note: you may want to first read the Input Introduction.

Starting on version 0.5, BeamNG.drive supports vehicle-specific bindings. These are special bindings that only apply to certain vehicle. For example, a binding to lift the arm of a crane; or a binding to shoot the ball in a cannon.

Vehicle specific bindings can be customized by end users in the Controls > Bindings menu, just like any other binding (without editing any file at all).

In order words, the file name can be input_actions.json, but can also have a suffix, such as: input_actions_my_custom_suffix.json

The specified action names ('action_name_a', etc) must be unique within the current vehicle. If a different vehicle uses the exact same action name, they won't interfere with each other, since they belong to different vehicles.

Code

These are the possible action arguments:

NameTypeOptionalDefault ValueDescription
titlen/aVery short name of the action, will be displayed in various game menues
descn/aFull description, may be displayed as tool-tip, should be about one sentence long.
ordern/aCan influence in which order actions are displayed on UI menues, with 1 coming first, and larger values (2, 3…) coming later.
isBasictrueWhether it is shown by default in the Controls > Binding menu (true) or user needs to check 'List advanced bindings too' (false)
isCenteredfalseIf false, the action will produce values in the range 0 to 1 (for example, it can be used for a brake pedal or handbrake). If true, generated values will be in the range of -1 to +1 (for example, it can be used for the steering, or for changing the camera height up and down).
onChangeSource code that will be executed when the input value changes (when a key is pressed, lifted, or each time an axis is slightly moved).
onDownSource code that will be executed when a button or a key have been pressed down [2].
onUpSource code that will be executed when a button or a key have been lifted up [2].
ctx'vlua'

Where the code defined above will be run: 'ui' for javascript code

'ts' for torquescript

'tlua' for game engine lua

'vlua' for vehicle lua.

Footnotes

[1](1, 2, 3)onUp and onDown code cannot be triggered by axes, only by buttons and keyboard keys. Using onChange is recommended, if possible.
[2](1, 2) At least one of these must be defined. More on this later, don't worry about what to use just now.

To add a new action, insert a new line, like this:

If you are modifying an existing vehicle that already contains vehicle-specific actions, then starting at version 0.7.0.0 you can add extra actions (rather than simply replacing vehicles/my_vehicle/input_actions.json).

To do that, create new files named input_actions*.json in that same directory. For example: input_actions_my_mod.json.

All json files matching that filaname pattern will be read, allowing you to add any new actions you may need, spanning as many files as you want.

Now that we have the vehicle-specific input_actions.json file, you can create new bindings through the usual Controls > Bindings menu. This will generate inputmap files in the Documents/beamng.drive/settings/inputmaps/your_vehicle_name/ directory.

When you are happy with your set of default bindings, you can rename the files from *.diff to *.json, and move them inside vehicle/your_vehicle_name/inputmaps/.

Vehicle-specific bindings will automatically appear on the top-right of the window after you load a level. This way, users can easily know how to use your vehicle specific bindings.

Note: after the initial release of your mod, for example in your second version of the mod, you can add more actions if you wish, and also add more default bindings. BeamNG.drive will make sure these new default bindings are available to all users, even if they have customized the bindings in the past.

Important: if you do not provide some default binding files, the user won't be able to use your vehicle-specific functionality until he manually puts the effort to create the necessary bindings. Please, always provide default bindings, users will be thankful. Well, or at least they won't be so confused about how to use your mod.

So far, we have defined some default bindings, and added some lines to the vehicle input_actions.json file, but all of the onChange/onUp/onDown arguments are empty, so we will fix that now.

The simplest case is using a thruster or a hydro. These elements can easily react to values travelling through the electric bus of the vehicle, so we will just write some LUA code that writes to this electrics bus.

Let's learn by example: If you have this inside input_actions.json:

Then you can make a hydro or a thruster react to it, like this:

  • Inside the Hydros section of a .jbeam file:
  • Or inside the Thrusters section of a .jbeam file:

Check the cannon vehicle for a working example of a thruster.

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You can have complete control over what happens, if you are willing to write custom LUA code.

You can write values to the electrics bus, but you can also do more advanced stuff if you want.

All of the onChange/onUp/onDown lua code can include some special symbols, that will be automatically replaced by the bindings system. You can write them in any order, any number of times. They are:

  • VALUE: will replaced with 1 in onDown, 0 in onUp, float values from 0 to 1 in onChange when isCentered argument is false, and float values from -1 to 1 in onChange when isCentered argument is true.
  • FILTERTYPE: corresponds to the 'Filter' option in the binding editor menu, and will be replaced by 0 for Key filter, 1 for Pad filter, and 2 for Direct filter.
  • PLAYER: if you are using an action argument ctx different than the default 'vlua' (such as 'ts'), this may be useful to direct actions at the vehicle of certain player when playing in multiseat mode. If the binding was triggered by the first player, it will be replaced by 0, second player with 1, third with 2, etc.

Basic example:

Advanced fictional example, which makes no sense at all (it's only intended to show you the theoretical possibilities):

Code

If your needs are complex enough, you may want to bundle some custom .lua file in your vehicle mod.

These files can include some functions that will be called back by the game engine:

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They can also export any functions you want to be used by your custom input_actions.json code. For example a file named vehicles/my_vehicle/lua/custom_lua_file.lua:

The action's code can then call those exported functions, for example

Including a working example would involve attaching various files, that may end up out of date. It is better to take the existing cannon vehicle, which is bundled with BeamNG.drive, tested on each relase and is pretty simple, so serves as a very good starting point.

You will find this vehicle in SteamAppscommonBeamNG.drivecontentvehiclescannon.zip, unzip to a temporary directory and take a look at the various files and directories mentioned throughout this guide.

If you have any comments or questions, please make sure to let me know in the feedback thread, here: http://www.beamng.com/threads/guide-to-vehicle-specific-bindings-feedback-thread.26335

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These are the possible action arguments:

NameTypeOptionalDefault ValueDescription
titlen/aVery short name of the action, will be displayed in various game menues
descn/aFull description, may be displayed as tool-tip, should be about one sentence long.
ordern/aCan influence in which order actions are displayed on UI menues, with 1 coming first, and larger values (2, 3…) coming later.
isBasictrueWhether it is shown by default in the Controls > Binding menu (true) or user needs to check 'List advanced bindings too' (false)
isCenteredfalseIf false, the action will produce values in the range 0 to 1 (for example, it can be used for a brake pedal or handbrake). If true, generated values will be in the range of -1 to +1 (for example, it can be used for the steering, or for changing the camera height up and down).
onChangeSource code that will be executed when the input value changes (when a key is pressed, lifted, or each time an axis is slightly moved).
onDownSource code that will be executed when a button or a key have been pressed down [2].
onUpSource code that will be executed when a button or a key have been lifted up [2].
ctx'vlua'

Where the code defined above will be run: 'ui' for javascript code

'ts' for torquescript

'tlua' for game engine lua

'vlua' for vehicle lua.

Footnotes

[1](1, 2, 3)onUp and onDown code cannot be triggered by axes, only by buttons and keyboard keys. Using onChange is recommended, if possible.
[2](1, 2) At least one of these must be defined. More on this later, don't worry about what to use just now.

To add a new action, insert a new line, like this:

If you are modifying an existing vehicle that already contains vehicle-specific actions, then starting at version 0.7.0.0 you can add extra actions (rather than simply replacing vehicles/my_vehicle/input_actions.json).

To do that, create new files named input_actions*.json in that same directory. For example: input_actions_my_mod.json.

All json files matching that filaname pattern will be read, allowing you to add any new actions you may need, spanning as many files as you want.

Now that we have the vehicle-specific input_actions.json file, you can create new bindings through the usual Controls > Bindings menu. This will generate inputmap files in the Documents/beamng.drive/settings/inputmaps/your_vehicle_name/ directory.

When you are happy with your set of default bindings, you can rename the files from *.diff to *.json, and move them inside vehicle/your_vehicle_name/inputmaps/.

Vehicle-specific bindings will automatically appear on the top-right of the window after you load a level. This way, users can easily know how to use your vehicle specific bindings.

Note: after the initial release of your mod, for example in your second version of the mod, you can add more actions if you wish, and also add more default bindings. BeamNG.drive will make sure these new default bindings are available to all users, even if they have customized the bindings in the past.

Important: if you do not provide some default binding files, the user won't be able to use your vehicle-specific functionality until he manually puts the effort to create the necessary bindings. Please, always provide default bindings, users will be thankful. Well, or at least they won't be so confused about how to use your mod.

So far, we have defined some default bindings, and added some lines to the vehicle input_actions.json file, but all of the onChange/onUp/onDown arguments are empty, so we will fix that now.

The simplest case is using a thruster or a hydro. These elements can easily react to values travelling through the electric bus of the vehicle, so we will just write some LUA code that writes to this electrics bus.

Let's learn by example: If you have this inside input_actions.json:

Then you can make a hydro or a thruster react to it, like this:

  • Inside the Hydros section of a .jbeam file:
  • Or inside the Thrusters section of a .jbeam file:

Check the cannon vehicle for a working example of a thruster.

You can have complete control over what happens, if you are willing to write custom LUA code.

You can write values to the electrics bus, but you can also do more advanced stuff if you want.

All of the onChange/onUp/onDown lua code can include some special symbols, that will be automatically replaced by the bindings system. You can write them in any order, any number of times. They are:

  • VALUE: will replaced with 1 in onDown, 0 in onUp, float values from 0 to 1 in onChange when isCentered argument is false, and float values from -1 to 1 in onChange when isCentered argument is true.
  • FILTERTYPE: corresponds to the 'Filter' option in the binding editor menu, and will be replaced by 0 for Key filter, 1 for Pad filter, and 2 for Direct filter.
  • PLAYER: if you are using an action argument ctx different than the default 'vlua' (such as 'ts'), this may be useful to direct actions at the vehicle of certain player when playing in multiseat mode. If the binding was triggered by the first player, it will be replaced by 0, second player with 1, third with 2, etc.

Basic example:

Advanced fictional example, which makes no sense at all (it's only intended to show you the theoretical possibilities):

If your needs are complex enough, you may want to bundle some custom .lua file in your vehicle mod.

These files can include some functions that will be called back by the game engine:

They can also export any functions you want to be used by your custom input_actions.json code. For example a file named vehicles/my_vehicle/lua/custom_lua_file.lua:

The action's code can then call those exported functions, for example

Including a working example would involve attaching various files, that may end up out of date. It is better to take the existing cannon vehicle, which is bundled with BeamNG.drive, tested on each relase and is pretty simple, so serves as a very good starting point.

You will find this vehicle in SteamAppscommonBeamNG.drivecontentvehiclescannon.zip, unzip to a temporary directory and take a look at the various files and directories mentioned throughout this guide.

If you have any comments or questions, please make sure to let me know in the feedback thread, here: http://www.beamng.com/threads/guide-to-vehicle-specific-bindings-feedback-thread.26335

We present to you the new and updated BeamNG drive CD Key Generator.. We decide to create this BeamNG drive Keygen to help fellow gamers to get a license key and play game for free. There are a lot of online stores now, and every month, new stores are opening.

Every time a store opens up, you can expect some giveaways from them to get more customers and fans. Thanks to our site and our BeamNG drive product code generator tool you can get activation key easily without having to look for hours where the contest is and what the terms are.

getproductcode is partnered with the CD key price comparison websites.. We are together made this phenomenal keygen to help gamers around the world..This tool works smoothly without any problems at all, updated daily, all the serial keys are valid and unique..

About BeamNG drive CD Key Generator and Keygen Features

We are extremely happy that we can share it with you. We worked on this tool really hard, so in return we expect you to appreciate our work..All that you need to do to get your free cd key is to download our keygen tool 'BeamNG drive CD Key Generator' and run it. Keygen are available for all platforms.. PC Windows, Xbox 360 / ONE, Play Station 3 / 4, Mac, Apple, Wii, Android, iOS and other systems..

You are just a few clicks away from owning your very own BeamNG drive Product Key..All of this free of charge with our greatest tool BeamNG drive CD Key Generator.

This BeamNG drive Code Giveaway Tool is updated, tested, and working. No more fake files that will waste your precious time and money. BeamNG drive online code generator works perfectly and has been tested on more than ten thousand different computers and smartphones!

People all around the world are taking advantage of this key generator (keygen). If you encounter any problems please tell us. Finally get what you want TODAY! So What are you waiting for? Grab it NOW!

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How is that possible?
Our partners regularly offers us a large number of free activation keys which allows us to offer you free license key every day via BeamNG drive generator tool ..BeamNG drive CD KEY or Product Key is important thing, because if you want to play this game online (multiplayer) then you must have one.. BeamNG drive is really popular game with many players all over world..

Download BeamNG drive Key Tool and generate your own unique unused license key for FREE..BeamNG drive keygen will give you the power to generate a legit key for BeamNG drive. With our tool you will have a cd key in just a few moments, with just a few clicks. To enjoy this awsome tool you only have to download it from the button above..

The best we love with this tool, however, is the fact that it constantly updates its already have long list of legit license keys with even more new key codes every day. The more activation keys means the more people can enjoy the game for free..

If you have generated a license key for yourself no one will be able to get that cd key again – it is like buying the game product key, you own BeamNG drive CD Key, but you do not have to pay a great deal of cash for it..

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You don't need BeamNG drive crack or any other BeamNG drive patch..Newest method which will bring you free cd key – product code without having to spend anything!! Yeah all keys generated with just one click.

Please ensure that you have .net Framework 4.5 installed and internet access.. Our key generator got tons of downloads in short time..BeamNG drive keygen is a succes, we guarantee that you will be pleased with it…Download now and share it with your friends..

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About BeamNG drive Video Game

BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism..

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Environments and vehicles in BeamNG.drive are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving. As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase.

System Requirements

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Minimum:
OS: Windows 7
Processor: Desktop Intel i3
Memory: 4 GB RAM
Graphics: GTX 550 TI
DirectX: Version 11
Storage: 4 GB available space

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Recommended:
OS: Windows 8 64 Bit
Processor: High-end Intel i5/i7 or High-end AMD 6 Core or better
Memory: 8 GB RAM
Graphics: GTX 780
DirectX: Version 11
Storage: 4 GB available space
Additional Notes: Gamepad recommended





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