Editing Mission Builder
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==== Car Paths ==== | ==== Car Paths ==== | ||
The simplest maps (which is most of them) have a single car path that follows a single road across the map. These are by far the easiest to make. Make a path just like you would for the | The simplest maps (which is most of them) have a single car path that follows a single road across the map. These are by far the easiest to make. Make a path just like you would for the racetrack, but instead of a loop you want a single line from one edge of the mission area to the other. The AI will head the first waypoint on the next repeat of the map when they get to the last waypoint on this repeat, so make sure the two points are close to each other. You also need to make the points big enough that the AIs won't miss them if they're driving slightly off road. | ||
More complex maps may have multiple car paths that join and split it complex ways, but I can't help you there. Have a look at the gates of SS if you want an idea of how bad it can get. Then just stick to making maps with a single road on. | More complex maps may have multiple car paths that join and split it complex ways, but I can't help you there. Have a look at the gates of SS if you want an idea of how bad it can get. Then just stick to making maps with a single road on. | ||
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'''Checkpoints''' | '''Checkpoints''' | ||
ONLY USED ON | ONLY USED ON RACETRACKS | ||
You need a set of these, probably between 5 and 10 of them. In fact, the more the better. Make sure they overlap the track boundaries generously, so we don't penalise people who drift over the edges a little. | You need a set of these, probably between 5 and 10 of them. In fact, the more the better. Make sure they overlap the track boundaries generously, so we don't penalise people who drift over the edges a little. | ||
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'''Spawn Areas''' | '''Spawn Areas''' | ||
RACETRACKS HAVE 1 SPAWN AREA ONLY | |||
The spawn area is specified by using ''two SpawnSpheres'' inside a SimGroup called PlayerDropPoints. These two SpawnSpheres show the opposite corners of a rectangle into which the cars will be spawned. The first is the 'front' of the starting grid and the second is the 'back' of the grid. The rotation of the first SpawnSphere will be the rotation that cars are spawned at. | The spawn area is specified by using ''two SpawnSpheres'' inside a SimGroup called PlayerDropPoints. These two SpawnSpheres show the opposite corners of a rectangle into which the cars will be spawned. The first is the 'front' of the starting grid and the second is the 'back' of the grid. The rotation of the first SpawnSphere will be the rotation that cars are spawned at. | ||
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__isOffroad __- this takes 2 possible values, or can be omitted. A value 1 means this waypoint is only for offroad vehicles (e.g. the buggy or the landrunner) to use (they have better tyre friction and this can be significant in places where other cars slide a lot). A value 2 means this waypoint is only for non-offroad vehicles. If you omit the isOffroad field then all cars use the waypoint. | __isOffroad __- this takes 2 possible values, or can be omitted. A value 1 means this waypoint is only for offroad vehicles (e.g. the buggy or the landrunner) to use (they have better tyre friction and this can be significant in places where other cars slide a lot). A value 2 means this waypoint is only for non-offroad vehicles. If you omit the isOffroad field then all cars use the waypoint. | ||
RACETRACKS HAVE 1 CARPATH | |||
ARENAS HAVE BETWEEN 2 AND 4 CARPATHS | ARENAS HAVE BETWEEN 2 AND 4 CARPATHS | ||
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The order of these, rather than their name, determines their position on the grid | The order of these, rather than their name, determines their position on the grid | ||
[[Category: World]] | [[Category: World]] |