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API ReferenceGE Extensionsgameplaymarkers

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

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). Supports navigation focus with bounce animation.


Class Methods

MethodSignatureDescription
C:init()Creates smoothers for position, cruising, alpha, distance, overlap
C:setup(cluster)Creates outline mesh, icon, ground decal; computes OBB vectors
C:update(data)Full update: parking check, icon height/alpha, outline alpha, area change tracking
C:checkParking(data)Computes distance; checks OBB overlap when within 15m and below cruising speed
C:createObjects()Creates/finds BeamNGWorldIconsRenderer singleton
C:clearObjects()Deletes outline mesh, removes icon from renderer
C:hide()Zeroes outline and icon alpha
C:show()Sets visible, forces alpha recalculation
C:interactInPlayMode(interactData, elements)Adds elemData when parked is true
C:drawOnMinimap(td)Draws blue circle at position
C:drawAxisBox(corner,x,y,z,clr?)Debug OBB rendering

Module Functions

FunctionSignatureReturnsDescription
create(...)markerCreates a new parking marker
cluster(pois, allClusters)nilGroups POIs by path (same facility = one cluster)

Internals

Overlap Modes

  • "overlap" (default): overlapsOBB_OBB(parking, vehicle) - vehicle just needs to touch the zone
  • "contained": containsOBB_OBB(parking, vehicle) - vehicle must be fully inside (box padded +1 on X/Y, +20 on Z)

Visual Elements

  1. Outline mesh: art/shapes/interface/park_outline_marker.dae - scales with cruising factor, alpha tied to speed
  2. Ground decal: art/shapes/interface/parkDecalStripes.png - fade range expands when overlapping
  3. Floating icon: Default poi_parking_rect, positioned with distance-based height

Icon Height (Focus Mode)

Same screen-clamping system as inspectVehicleMarker:

  • Projects onto camera FOV plane to prevent off-screen positioning
  • Bounce animation at close range
  • Scale decreases with distance: linearScale(dist, 100, 1000, 1, 0.65)

Speed Gating

  • Overlap only checked when cruisingSpeedFactor < 1 (below ~20 km/h)
  • Outline/icon fade based on cruising smoother
  • Distance check: only within 15m

Clustering

Parking markers are grouped by their path field (typically the facility/site path). Multiple parking spots at the same facility share one cluster. If multiple different icons exist in a cluster, a numbered icon is used.

How It Works

  1. POI system provides parking spot definitions with pos/rot/scl and optional path
  2. Setup creates outline mesh, ground decal, and floating icon
  3. Per frame: checks parking overlap when slow and close, fades visuals
  4. When parked at parking speed: shows interaction prompt with facility activities

Usage Example

-- Cluster data from POI system:
-- {
--   pos = vec3(...), rot = quat(...), scl = vec3(2.5, 5, 2),
--   mode = "contained", icon = "poi_parking_rect",
--   path = "/levels/west_coast_usa/facilities/garage.sites.json",
-- }

See Also

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

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

Walking Marker

Reference for the walking marker class used by the POI/marker system to display interactive door icons when the player is on foot near buildings.

On this page

Class MethodsModule FunctionsInternalsOverlap ModesVisual ElementsIcon Height (Focus Mode)Speed GatingClusteringHow It WorksUsage ExampleSee Also