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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 race track, 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.
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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You can have as many spawn areas as you like, just keep increasing the number.  One nice trick (which I didn't think of when making Oil Slick, unfortunately) is to add spawns at both ends of your path, facing towards the centre.  Driving the map in both directions adds a bit of variety, and it means players will be seeing all that nice decration you added from both sides.
You can have as many spawn areas as you like, just keep increasing the number.  One nice trick (which I didn't think of when making Oil Slick, unfortunately) is to add spawns at both ends of your path, facing towards the centre.  Driving the map in both directions adds a bit of variety, and it means players will be seeing all that nice decration you added from both sides.
== Submitting Your Mission ==


== Notes ==
== Notes ==
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'''Checkpoints'''
'''Checkpoints'''
ONLY USED ON RACE TRACKS
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'''
RACE TRACKS HAVE 1 SPAWN AREA ONLY
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.


RACE TRACKS HAVE 1 CARPATH
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  


=== Notes on Racetracks: ===
(1) To get the cars spawning at the right place, make sure that the SpawnSpheres are *inside* the PlayerDropPoints simgroup, not after it. To be inside, they need to be directly after the { symbol and before the }; symbols
Like this:
  new SimGroup(PlayerDropPoints) {
    spawnspheres are in here..
  };
(2) The scale of the Marker objects (which define the NPC route around the track) is very important. The position of the markers obviously defines where the NPCs should steer towards, but until they cross the edge of a Marker they won't move onto the next one. So if the scale is "1 1 1" they'll have a very hard time driving the track since they will insist on passing through a precise area 1x1 metre in size. If you open up one of the existing files, such as the Northern Desert Circuit, you'll see how the size is used to make them start turnning before they get to the apex in many cases.
(3) Don't worry about the looping constraint, that will be easy to fix by forcing the track to always have 1 lap races.


[[Category: World]]
[[Category: World]]
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