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API ReferenceGE Extensionsgameplaymarkers

Mission Marker

Primary marker class for mission POIs. Renders floating icons with distance-based height, ground decals (dot + ring), line-of-sight alpha fading, and OBB-based player area detection. Supports smart cl

Primary marker class for mission POIs. Renders floating icons with distance-based height, ground decals (dot + ring), line-of-sight alpha fading, and OBB-based player area detection. Supports smart clustering of nearby missions.


Class Methods

MethodSignatureDescription
C:init()Assigns id, creates smoothers for decal/ring/bigmap/icon/position/cruising alpha
C:setup(cluster)Creates icon in renderer, configures ground decals, sets up smoothers
C:update(data)Full per-frame update: icon positioning/alpha, ground decal alpha, area detection
C:playerIsInArea(data)Returns overlapsOBB_Sphere(vehicleBB, markerPos, radius)
C:createObjects()Creates/finds BeamNGWorldIconsRenderer singleton
C:clearObjects()Removes icons and mesh from renderer/scene
C:hide()Resets smoothers, zeroes all icon/mesh alpha
C:show()Sets visible true
C:interactInPlayMode(interactData, elements)Adds elemData when player is in area
C:drawOnMinimap(td, dpi)Draws filled triangle on minimap

Module Functions

FunctionSignatureReturnsDescription
create(...)markerCreates a new mission marker
cluster(pois, allClusters)nilQuadtree-based clustering of nearby missions (radius 1.5m)

Internals

Fixed Radius

All mission markers use hardcodedRadius = 1.2m for both the interaction sphere and clustering overlap detection.

Ground Decals

Two decals per marker:

  1. Dot (dot_128.png): Always visible when in range, scale = radius * 0.7
  2. Ring (outline_512.png): Only visible when player is in area, scale = radius * 2.7

Both fade based on distance (show < 40m) and bigmap state.

Icon Positioning

  • Inside area: rises to highestBBPointZ + 0.5 (above vehicle)
  • Within 50m (100m if focused): at iconHeightBottom (1.2m)
  • Beyond range: hides (height → 0)
  • Line-of-sight check via castRayStatic

Area Detection

Uses overlapsOBB_Sphere(vehicleBBCenter, halfAxes, markerPos, radius) for precise vehicle-marker overlap.

Clustering Algorithm

  1. Loads all mission POIs into a quadtree with 1.5m bounding boxes
  2. For each unclustered POI: queries quadtree for overlapping neighbors
  3. Merges overlapping POIs into a single cluster
  4. Multi-mission clusters get numbered icons: mission_no-XX_triangle
  5. Clusters sorted by date (newest first)

Minimap

Draws a filled equilateral triangle in blue (rgb(72, 125, 249)).

How It Works

  1. POI system provides mission locations → quadtree clusters nearby ones
  2. Each cluster gets one marker with merged elemData
  3. Per frame: icon fades in/out with distance, ground decals show proximity
  4. At parking speed + area overlap: shows activity prompt with all clustered missions

See Also

  • Big Map Marker - Related reference
  • Crawl Marker - Related reference
  • Drift Line Marker - Related reference
  • Gameplay Systems Guide - Guide

Invisible Trigger

Invisible sphere-based trigger marker. Has no visual representation but detects when the player vehicle enters or exits a radius, firing `onEnter` and `onInside` callbacks. Used for gameplay triggers

Parking Marker

Marker class for parking spot interactions. Renders a floating icon, a ground stripe decal, and a 3D outline mesh. Detects vehicle-to-parking OBB overlap with two modes (contained or overlap). Support

On this page

Class MethodsModule FunctionsInternalsFixed RadiusGround DecalsIcon PositioningArea DetectionClustering AlgorithmMinimapHow It WorksSee Also