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racing
Posted: Wed Nov 22, 2006 12:08 pm
by junk
i once saw ( over a yr ago

) and used a basic guide to racetrack setup but i have looked for 2 hours now and cannot find it again any1 know ??
Junk
Posted: Wed Nov 22, 2006 12:25 pm
by Fooli
It's in the world owner's manual... such as it is. Text follows, but in brief the process is "do the start grid, do the checkpoints, do the finish line, choose a racing mode, test" :)
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Racing
Building a racetrack for your world is a bit of a fiddly process (not made easier by the use of console-line commands to set the course elements), so come prepared with a bit of patience for this section. You might want to save your world (using the File -> Export island option on the server menu, or by at least doing *savemap [filename] in game) before starting on building a course.
Overview
Firstly.. a brief overview of how racecourses work in the game - They consist of 2 main elements - the starting grid and a sucession of lines defining checkpoints. Racers must drive from the starting grid, crossing each checkpoint line in turn (by driving between the two flags which mark the start and end point of the checkpoint line), until they reach the special checkpoint defined as the finishing line.
Building a racecourse
As the checkpoint lines arent normally visible, probably the easiest way to build a course is to first draw your track surface using landscape textures and texture maps to define the route your course will take.
Once you've laid out the graphical representation of the course, the next step is to define the starting region. Using the construction menu in game, select 'Start block' and draw a box around the region players must start in.
Type .racestartbox to set the start region.
The next stage is to define the checkpoints around the course. Travel around your course and set checkpoints at every point the players must pass through. Using the 'Start Line' option on the construction menu, drawing a line across the racetrack, then type .racecheck (NUM) for each checkpoint in turn, starting from 0. (So, for instance, at the end of the first straight add, .racecheck 0 at the start of the next straight add .racecheck 1 etc etc all the way round the course).
To set the finish line, use .racefinishline
The easiest way to confirm your course is ok is to try to race it.
Race Settings
The main setting for controlling the use of your racecourse is *settings -> Subgame -> Racing Mode. In addition, the *settings -> Subgame -> Racing Param is used to enhance some of the modes. These are the valid settings for the Racing Mode :
0 = Normal 'fun' mode - Races can be started by anyone, silly sound fx are used, checkpoint flags are displayed
1 = No sound fx, no flags displayed
2 = No sound fx - When entering a race, player is automatically set to vehicle specified by the Racing Param.
3 = A race is active permanently
4 = As 0 + players are teleported to the race start region when they join a race
5 = As 0 + players are teleported to the race start region when they join a race and are automatically set to vehicle specified by the Racing Param.
Posted: Wed Nov 22, 2006 12:43 pm
by junk
TYVM
Junk