wow, i knew this was coming around one day with vehicles lol

I will try my best to explain

Q) I've started by copying the script from the demo and saved as an external script inside my projects folder. When I try to apply it, it doesn't work. It only works if I add it as microscript. I've tried to change the VehID variable to 5, which is the ID of the entity, but nothing happens... what should I do to use external scripts in a Physx Vehicle?
We have heard a few cases where external scripts are not working at times and will have to try and reproduce this
But before we do, did you by any chance add the external script to your resources?
To do this, please open the Asset Manager > Then locate where you file is in the explorer. Then you have 2 options,
- When clicking on the folder containing the script file, it may ask if you want to add some files that are new there to the resources. Press yes.
- Or, on the explorer list, try right clicking and going to Resource Management > Add folder to resources.
Then try running your external script again. Hopefully this will help

Q) There are some settings in the script which are the same as in the .car file. Do they overwrite the original seetings?
I believe so, but they also allow you to adjust the handling of the cars on the fly. For instance, if you go fast and turn, then you can adjust the friction settings of wheels to slide. Then apply forces and you can make cars drift etc..
Its one of my personal goals to get a pacejka model working with vehicles and get a simulation style car working... lol

Q) I've noticed that there's no absolute nor relative paths to the files linked in the script... does that mean that all the resources must have a different name? Does the script search for resources outside the Assets Library as well?
Yes, in skyline all resources
must have unique names. It has caused issues over the years which is why the prepare folder option converts all filenames into names that dont exist.
Our resource system works on a per file basis and stores the folder path where it was found, which means if assets are moved around, the resources need removed and added again in the system> This can all be done from the asset manager.
However, what this allows is a full asset library that can be shared between projects and stops the old crappy design of other engines where assets have to be duplicated to be used in another project. We never liked this and is why we designed it the way it is today.
When the game is exported, we run a resource collection which scans all the scene files, script files, meshes and material files to locate all the resources used and copy them into the end game directory.
So, to answer the question simply, Skyline itself can find files which means all you have to pass is the name of a file and keep files unique, the engine takes care of the rest

Yes, Skyline can store reference resources to any hard drive location. However, if you delete the resource files or recreate the full list, then you have to add the root folder again and it will parse down loading all resources

Edit: Most systems in skyline, if it creates a file.. it usually adds it to the resources. But there are soe features which do not and you may have been caught in one of these where you are required to manually add it lol
