Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in or
create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision |
Your text |
Line 176: |
Line 176: |
| [[File:MB Screen21.jpg]] | | [[File:MB Screen21.jpg]] |
|
| |
|
| This isn't exactly the path the cars will take, but it's a useful confirmation that you've got the points in the right order. Now you should be able to add all the waypoints you need for your track. As with checkpoints, more is better. Inserting extras in the middle of the order is difficult, so it's better to have too many than too few. | | This isn't exactly the path the cars will take, but it's a useful confirmation that you've got the points in the right order. |
| | |
| The finished version of my carpath looks like this:
| |
| | |
| [[File:MB Screen22.jpg]]
| |
| | |
| Now you'll want to test your track. To do this, you'll need the following file:
| |
| | |
| [[http://www.filedropper.com/bugfix bug fix]]
| |
| | |
| This makes the AI cars work in race mode, without it they only work in wilderness maps. Unzip the file and put it in the darkwind/server/scripts folder in the mission builder. You'll need to restart the mission builder too. Now load up your track, drive your car a little out of the way, enter editing mode, and press 1. An AI car should spawn and drive around the track. They're not too bright and the physics isn't too good but if it makes it to the finish line with only a couple of helping nudges I generally consider the waypoints good.
| |
|
| |
|
| === Finishing Touches === | | === Finishing Touches === |