Skip to content
imshooter edited this page Oct 23, 2026 · 1 revision

A3D_GetRouteTurn and A3D_GetRouteProgress give the turns of a route as an A3D_TURN, by the angle between the road before the junction and the road after it.

Turn Value Angle
A3D_TURN_NONE 0 No turn is left, the end comes next
A3D_TURN_SLIGHT_LEFT 1 25 to 60 degrees to the left
A3D_TURN_LEFT 2 60 to 120 degrees to the left
A3D_TURN_SHARP_LEFT 3 120 to 160 degrees to the left
A3D_TURN_SLIGHT_RIGHT 4 25 to 60 degrees to the right
A3D_TURN_RIGHT 5 60 to 120 degrees to the right
A3D_TURN_SHARP_RIGHT 6 120 to 160 degrees to the right
A3D_TURN_BACK 7 More than 160 degrees, or turning around

Which turns count

  • Only junctions where more than two ways meet give turns, besides turning back. A road that bends between junctions, however sharply, gives none.
  • A change of less than 25 degrees is going on, and gives no turn.
  • Turns less than 25 metres apart count as one, with their angles added. Crossing a divided road to turn left is one left turn, not a left turn and a right turn.
  • A route that starts against the heading of A3D_FindRoute begins with A3D_TURN_BACK at its first point.

What they cost

The routes for vehicles pay for each turn as they search: two seconds to the right, five to the left and thirty to turn back. A turn to the right is cheaper because it crosses no lane of the traffic coming the other way. Going on costs nothing, and a turn of less than 30 degrees counts as going on. See Route types.

Home

Guides

Reference

Functions

Creating objects
Motion
Placement
Behaviour
Display and data
Rays
Shapes
Players, vehicles and actors
Map probes
Screen
Map objects
Water
Models and surfaces
Rotations and offsets
Vehicles
Routes
Route display
Walking
Callbacks

Clone this wiki locally