Random Events v1.0.0.1
5/5,
5
votes
EARLY ALPHA!!!
This mod is under active development. There may be bumps, periodic problems with AI behavior, and events that do not yet work perfectly on every road or map. In future updates, there will be more events, smarter AI driving logic, and enhanced player interaction options. Please report any problems you find. Thanks!
Random Events turns any map into a living world. Drive in Free Roam mode, and the world around you will be filled with believable scenes - aggressive racers, road closures with concrete barriers, accidents with debris, police chases, drifters in parking lots, motorcades, ambulances and many others. Everything is determined and placed during the game based on the road network and parking data of the uploaded map, so the mod works on both official and custom maps without any manual configuration for each map.
Features
- 20 different world events that automatically appear and disappear depending on your position and the customizable chance of appearing per minute.
- Map-independent environment detection. The mod scans the road network and parking data of any uploaded map. It uses BeamNG's built-in parking spaces if they are on the map, and if they are not, it uses geometric scanning with raycast.
- Permanent scan cache. When the card is first started, the scan is performed once, and on subsequent downloads, the result is read from the disk for instant startup. If the card data changes, the cache is automatically reset using the card fingerprint.
- An in-game UI application. Add the Random Events app via the Apps menu. The compact view shows the system status - ON/OFF, active events, and scan progress. The reveal button opens a full settings panel with switches for each event, chance sliders, manual spawn buttons, and distance settings. The transparency switch allows you to make the panel less visible so that it does not interfere with the view while driving. When the cursor is hovered over, the panel immediately returns to full opacity.
- Mod-created cars are registered as traffic, so they don't clog up transport switching via Tab. Roadworks, passes, and barriers are also skipped when switching via Tab.
- Customizable event appearance and disappearance distance so you can choose how close the events will appear and how far they will stay before clearing.
20 events
Traffic and racing:
- Racers - aggressive AI cars drive on the road network with maximum aggression and ignore lane rules.
- Convoy - a convoy of 3-5 cars of traffic moves along with the general speed limit.
- Slow vehicle - a truck, bus, dump truck, or road roller moves slowly along the road and gathers a queue behind it.
- Ghost jam - a short queue of cars, where the leading car periodically slows down sharply. The braking wave passes back in turn, like a real phantom traffic jam.
- Street race - 3-4 riders line up on an offset starting grid and drive together along the generated route with maximum aggression.
- Drag race - two riders stand side by side on a long straight line and both press the accelerator to the floor.
Road works and blockages:
- Roadworks - random road closure with six sets of prop barriers: Jersey concrete barriers, plastic water filling barriers, oil barrels, crowd barriers, delineators and switchboards. Five placement schemes are also used: narrowing into one lane, full overlap, chicane, detour and light cones. Each spawn chooses a random combination of a set and a circuit for variety, and the traffic AI rebuilds the route around the overlap.
Police:
- Police chase - an escaping racer and one or two police cars in chase mode with flashing lights on.
- Police patrol - a single police car drives along a generated route at normal speed.
- Police checkpoint - concrete barriers block the road, leaving a narrow passage, there are warning cones in front, and two police cars with flashing lights are parked nearby.
- Motorcade - A VIP sedan accompanied by police cars is moving in formation along a common route.
Accidents and breakdowns:
- Crash - An accident scene with multiple cars, broken parts, flat tires, emergency alarms and warning cones. The traffic AI slows down and drives around the accident site.
- Stalled car - one broken-down car is parked on the side of the road with the alarm on.
- Delivery stop - the delivery van is parked on the side of the road with the alarm on and the engine off.
- Ambulance - the ambulance is moving fast along the generated route with the siren on.
Parking scenes:
- Drifters - one or two cars perform controlled donuts in the found parking lot, ESC and TC are disabled.
- Cars & Coffee - 8-12 cars are neatly parked in real parking spaces, engines are turned off. A static car meeting.
- Abandoned lot - 4-7 abandoned cars are scattered around the parking lot at sloppy angles, most of the cars are noticeably damaged.
- Street racers hangout - the cars of the audience stand in a ring around the perimeter of the parking lot, and in the center the car spins donuts.
Interaction with the player:
- Race challenge - an opponent appears behind you, catches up with flashing headlights, then sharply overtakes you at full throttle, as if challenging you to a race.
Installation
- Unpacked, for fast development:
%LocalAppData%\BeamNG.drive\\mods\unpacked\random_events\
- Packed:
%LocalAppData%\BeamNG.drive\\mods\random_events.zip
Enable the mod in Repository - Mods, then add the Random Events app via the Apps menu in Free Roam mode and turn on the system.
Known limitations
- AI driving along routes works, but it can still get stuck on unusual geometries. Smarter route logic is one of the top priorities of the next update.
- Some passes may shift slightly on maps without pre-created parking data.
- Fewer events will appear on some custom maps with sparse road networks than on dense official maps.
What will happen next
- Improved AI route logic and smarter collision recovery.
- A system of profiles and templates for quick inclusion of event groups: Police RP, Racing, Chill cruise, Chaos, Everything.
- More events: tow truck with multiple phases, weather change, night events, chasing the player, requesting help on the road and much more.
- Intensity zones, so that events appear more often in cities and less often in rural areas.
Feedback and bug reports are very welcome - this is just the beginning.
Friends, please note: the mod is at a very early stage of the alpha version, so it will have a lot of bugs and problems. Let's improve and fix this mod together! Over time, it will become a large project with many events that will add more interesting moments and fun to BeamNG.drive.
This mod is under active development. There may be bumps, periodic problems with AI behavior, and events that do not yet work perfectly on every road or map. In future updates, there will be more events, smarter AI driving logic, and enhanced player interaction options. Please report any problems you find. Thanks!
Random Events turns any map into a living world. Drive in Free Roam mode, and the world around you will be filled with believable scenes - aggressive racers, road closures with concrete barriers, accidents with debris, police chases, drifters in parking lots, motorcades, ambulances and many others. Everything is determined and placed during the game based on the road network and parking data of the uploaded map, so the mod works on both official and custom maps without any manual configuration for each map.
Features
- 20 different world events that automatically appear and disappear depending on your position and the customizable chance of appearing per minute.
- Map-independent environment detection. The mod scans the road network and parking data of any uploaded map. It uses BeamNG's built-in parking spaces if they are on the map, and if they are not, it uses geometric scanning with raycast.
- Permanent scan cache. When the card is first started, the scan is performed once, and on subsequent downloads, the result is read from the disk for instant startup. If the card data changes, the cache is automatically reset using the card fingerprint.
- An in-game UI application. Add the Random Events app via the Apps menu. The compact view shows the system status - ON/OFF, active events, and scan progress. The reveal button opens a full settings panel with switches for each event, chance sliders, manual spawn buttons, and distance settings. The transparency switch allows you to make the panel less visible so that it does not interfere with the view while driving. When the cursor is hovered over, the panel immediately returns to full opacity.
- Mod-created cars are registered as traffic, so they don't clog up transport switching via Tab. Roadworks, passes, and barriers are also skipped when switching via Tab.
- Customizable event appearance and disappearance distance so you can choose how close the events will appear and how far they will stay before clearing.
20 events
Traffic and racing:
- Racers - aggressive AI cars drive on the road network with maximum aggression and ignore lane rules.
- Convoy - a convoy of 3-5 cars of traffic moves along with the general speed limit.
- Slow vehicle - a truck, bus, dump truck, or road roller moves slowly along the road and gathers a queue behind it.
- Ghost jam - a short queue of cars, where the leading car periodically slows down sharply. The braking wave passes back in turn, like a real phantom traffic jam.
- Street race - 3-4 riders line up on an offset starting grid and drive together along the generated route with maximum aggression.
- Drag race - two riders stand side by side on a long straight line and both press the accelerator to the floor.
Road works and blockages:
- Roadworks - random road closure with six sets of prop barriers: Jersey concrete barriers, plastic water filling barriers, oil barrels, crowd barriers, delineators and switchboards. Five placement schemes are also used: narrowing into one lane, full overlap, chicane, detour and light cones. Each spawn chooses a random combination of a set and a circuit for variety, and the traffic AI rebuilds the route around the overlap.
Police:
- Police chase - an escaping racer and one or two police cars in chase mode with flashing lights on.
- Police patrol - a single police car drives along a generated route at normal speed.
- Police checkpoint - concrete barriers block the road, leaving a narrow passage, there are warning cones in front, and two police cars with flashing lights are parked nearby.
- Motorcade - A VIP sedan accompanied by police cars is moving in formation along a common route.
Accidents and breakdowns:
- Crash - An accident scene with multiple cars, broken parts, flat tires, emergency alarms and warning cones. The traffic AI slows down and drives around the accident site.
- Stalled car - one broken-down car is parked on the side of the road with the alarm on.
- Delivery stop - the delivery van is parked on the side of the road with the alarm on and the engine off.
- Ambulance - the ambulance is moving fast along the generated route with the siren on.
Parking scenes:
- Drifters - one or two cars perform controlled donuts in the found parking lot, ESC and TC are disabled.
- Cars & Coffee - 8-12 cars are neatly parked in real parking spaces, engines are turned off. A static car meeting.
- Abandoned lot - 4-7 abandoned cars are scattered around the parking lot at sloppy angles, most of the cars are noticeably damaged.
- Street racers hangout - the cars of the audience stand in a ring around the perimeter of the parking lot, and in the center the car spins donuts.
Interaction with the player:
- Race challenge - an opponent appears behind you, catches up with flashing headlights, then sharply overtakes you at full throttle, as if challenging you to a race.
Installation
- Unpacked, for fast development:
%LocalAppData%\BeamNG.drive\\mods\unpacked\random_events\
- Packed:
%LocalAppData%\BeamNG.drive\\mods\random_events.zip
Enable the mod in Repository - Mods, then add the Random Events app via the Apps menu in Free Roam mode and turn on the system.
Known limitations
- AI driving along routes works, but it can still get stuck on unusual geometries. Smarter route logic is one of the top priorities of the next update.
- Some passes may shift slightly on maps without pre-created parking data.
- Fewer events will appear on some custom maps with sparse road networks than on dense official maps.
What will happen next
- Improved AI route logic and smarter collision recovery.
- A system of profiles and templates for quick inclusion of event groups: Police RP, Racing, Chill cruise, Chaos, Everything.
- More events: tow truck with multiple phases, weather change, night events, chasing the player, requesting help on the road and much more.
- Intensity zones, so that events appear more often in cities and less often in rural areas.
Feedback and bug reports are very welcome - this is just the beginning.
Friends, please note: the mod is at a very early stage of the alpha version, so it will have a lot of bugs and problems. Let's improve and fix this mod together! Over time, it will become a large project with many events that will add more interesting moments and fun to BeamNG.drive.
External Download Links:
- Modsfire.com - random_events_1.0.0.1.zip [42.97 KB]
About Mod
| Latest Version | v1.0.0.1 |
| Game | BeamNG.drive |
| Category | Other |
| Game Version | 0.38.x |
| Tags | Gameplay UI |
| Downloads | 2217 |
| Created | 5 days ago |
I tried version 1.2 and the bad thing is that every second the game stops to spawn the event as in the online mode and it is not immersive.
probé la version 1.2 y lo malo es que a cada segundo se para el juego para spawnear el evento como en el modo online y no es inmersivo
shld i unzip it and directy drop into mods folder?
lag so much
Too little explanation
Te weinig uitleg
How to make it work ?
Jak go uruchomić ?
hi nice mod
where do i put the mod?
where do you put the mod, im maps?
@canadman Do we just put the WinRAR file directly into it?
@gab mods folder