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61 lines
3.4 KiB
Markdown
61 lines
3.4 KiB
Markdown
# Native Trainer Showcase 2.1
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One original mod demonstrating the actual SDK, with no game assets. Enable it in
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Escape -> Mods. Its independent draggable settings window opens on Escape.
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The eleven physics controls start at 1x stock. Disable the mod to restore stock
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parameters and remove all its HUD and world objects.
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## Native controls
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Pop height, grind pop, push speed, push power, brake strength, steering response,
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speed wobble, off-board jump height, ground wheel/slide grip, heading turn force,
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and manual balance drag. These scale existing inputs/settings, not simulation
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speed or arbitrary body velocities. Most controls range 0.25x-4x; wobble is 0x-2x.
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Current difficulty, native state gates and surface rules still apply.
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## Showcase features
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- Compact/full/off telemetry: board speed, peak, approximate travelled distance,
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root position, bail count, grind entries and active grind time.
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- F5 saves a trainer checkpoint; F6 requests return through the native reset path.
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This does not replace the game's own session marker. Save on valid clear ground.
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- F7 starts/stops the active-play stopwatch; its clock pauses with Escape/replay.
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- F8 clears session statistics, stopwatch, checkpoint and all visual markers.
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- F9 places a coloured visual beacon. Eight keyed beacons are reused in a ring.
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- Optional breadcrumb trail reuses 24 tiny cubes at configurable distance spacing.
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- Colour choices, units, HUD label, help hints and configurable keyboard shortcuts.
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- Temporary notifications expire using owned timers. The log reads help.txt using
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the package-relative file API. Edit source to see debounced hot reload in action.
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Markers have no collision and are not grind rails. Statistics are local sampled
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observations, not native career scores: travel rejects single-frame jumps of 50m
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or more but is not replay-grade odometry. Board velocity is not walking speed.
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The full HUD uses separate owned lines to avoid overlapping other notifications.
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All transient state resets on script reload/disable or map change. Persisted
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settings survive. The shortcut choice lists let authors try rebinding; use distinct
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keys. If bindings coincide, actions execute in save/return/timer/clear/beacon order.
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A native teleport rejection stops this mod and reports the error, as with any
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SDK host-command failure; recover via Reload. No invincibility, general gravity
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edit, physics collision insertion, arbitrary animation slot or score API is claimed.
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## Source tour
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main.lua deliberately separates apply (validated native tuning), update (input,
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HUD, visual objects), on_event (map/bail/grind observations), and timer cleanup.
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Use this as a practical starting point for training tools, navigation helpers,
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telemetry overlays and original visual extensions. The engine's full API reference
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is docs/lua-modding.md and language-server annotations are sdk/skate.lua.
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Hold fakie stance disables automatic fakie stance switching; normal steering and slides still work. Off by default. Escape settings windows can be resized by dragging the bottom-right // grip.
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Authoring folder: sdk/examples/native-trainer. Package with tools/package_mod.py into
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mods/native-trainer.zip. See sdk/AGENTS.md and docs/mod-packages.md.
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## Multiplayer
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Use matching enabled ZIPs and the same integrated build on all peers. World objects
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and vehicles synchronize through the SDK; Lua shared rules use `sdk.net`.
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See [Multiplayer mod SDK](../../../docs/multiplayer-mods.md) for ownership, collisions,
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late joins and shared-state examples.
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