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==== Spawn Areas ==== First, create a '''SimGroup''' called ''PlayerDropPoints'' to hold all the spawn points (don't forget to make ''MissionGroup'' active first). We're going to need 25, one for each car in a maxxed out race. With PlayerDropPoints set as your active group, create a '''SpawnSphereMarker''' (found in '''Shapes->Misc'''). What you get looks something like this: [[File:MB_Screen13.jpg]] It's too big, but we can fix that. Select '''World Editor Inspector''' from the '''Window''' menu. The bottom of the right hand bar looks like this: [[File:MB_Screen14.jpg]] I pressed '''Expand All''' so you can see everything. This mode lets you manually set positions, rotations, scales and other attributes of objects. You need to press '''Apply''' after every change or it'll lose your edits. In this case, we want to change the radius down to something sensible. Set it to two then hit apply, you should see something like this: [[File:MB_Screen15.jpg]] Much more sensible. The box next to apply is for naming your spawn points. Call this one spawn1. This is where the car in pole position will spawn. The y axis shows the direction it will be facing. Couple of useful tips here - copy and paste will make it much less painful to do the other 24, and ctrl-D will drop the object, making it sit on the ground. Useful if you end up with a spawn point in mid air. Now go ahead and create the other 24. The finished product should look something like this: [[File:MB_Screen16.jpg]] I'm pretty sure it's the order of points in the container which determines which car goes where rather than the name, so it's less confusing if you keep the two the same.
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