RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Bus DriverDamage GoalDemolition DerbyDistance GoalDrift GoalFinish Race GoalNo-Move GoalPosition GoalQuick RaceQuick Race LoaderRace MarkersRace DebugRace Goals ManagerRace UIScenario HelperScenario EngineScenarios LoaderSpeed GoalTime Limit GoalWaypoint ActionScenario Waypoints
Attention MarkerCrawl MarkerCylinder MarkerNone MarkerOverhead MarkerRing Marker - 3D Ring Checkpoint MarkerSide Column MarkerSide Hologram MarkerSide MarkerSingle Hologram Marker

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE ExtensionsscenarioraceMarkers

Single Hologram Marker

A lightweight checkpoint marker that renders a single faded column at the waypoint center. Uses raycasting to snap to terrain and scales height with camera distance.

A lightweight checkpoint marker that renders a single faded column at the waypoint center. Uses raycasting to snap to terrain and scales height with camera distance.


Class API (OOP via metatable)

MethodSignatureDescription
C:init(id)Initializes color, fade, mode state
C:update(dt, dtSim)Per-frame: bobbing, distance-based fade/height, color lerp
C:setToCheckpoint(wp)Raycasts to ground, positions column
C:setMode(mode)Transitions mode, triggers color update
C:setVisibility(v)Shows/hides the single column
C:createMarkers()Spawns 1 TSStatic column
C:clearMarkers()Deletes the column object
C:show()Shows the marker (sets visibility to true)
C:createObject(shapeName, objectName)Creates a TSStatic object for the marker

Mode Properties

ModeColor (RGB)scalarThinDescription
default{0, 0.4, 1}1.0Blue - normal
next{0, 0, 0}0.75Black - thinner
start{0.4, 1, 0.2}1.0Green
recovery{1, 0.85, 0}1.0Yellow
final{0.1, 0.3, 1}1.0Blue
hidden{1, 1, 1}0.0Zero scale = invisible

How It Works

  1. Ground raycasting: setToCheckpoint casts a ray (6m up, 25m down) at the waypoint center to find terrain. Disables forest collision during raycast.
  2. Ground snap: If ground is found and within 1m of waypoint Z, uses ground position; otherwise uses waypoint position
  3. Bobbing: Column bobs vertically via sin(timer * 0.333 * 2π) * 0.05
  4. Column height: Scales with distance: inverseLerp(60, 180, distance) gives 0–20 units, base height of 1
  5. Fade: Column alpha fades from 0.15 to 1.0 between 60–120m distance, multiplied by mode alpha
  6. scalarThin: Modes control column X/Y scale; hidden uses 0 to completely hide
  7. Column offset: Positioned 7m above ground for visibility

Usage Example

local createMarker = require("scenario/raceMarkers/singleHologramMarker")
local marker = createMarker(1)
marker:createMarkers()
marker:setToCheckpoint({
  pos = vec3(100, 200, 50),
  radius = 8,
  normal = vec3(0, 1, 0)
})
marker:setMode('default')

Key Notes

  • Shape: s_single_faded_column_rect.dae
  • Simplest ground-snapping marker - only 1 TSStatic object
  • Uses core_forest.getForestObject():disableCollision() during raycasts
  • columnOffset = vec3(0, 0, 7) lifts the column above ground
  • 0.8s color lerp duration (longer than most other markers)

See Also

  • Race Marker: Attention - Floating Arrow Checkpoint Marker - Related reference
  • Race Marker: Crawl Marker - Arrow + Flag + Column Checkpoint - Related reference
  • Race Marker: Cylinder - Base + Cylinder Checkpoint Marker - Related reference
  • Scenario System Guide - Guide

Side Marker

A three-object checkpoint marker with a curved base and two faded column pillars positioned on each side of the waypoint. Columns scale with distance for far-range visibility.

Scenario Statistics

Comprehensive statistics system for scenarios. Tracks distance, altitude, speed, damage, time, and custom goals per vehicle. Calculates points, medals, and manages stat persistence for the end-of-race

On this page

Class API (OOP via metatable)Mode PropertiesHow It WorksUsage ExampleKey NotesSee Also