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=== Some extra notes on getting waypoints and checkpoints right: === Waypoints: --------- These are 'Marker' objects that must be inside a path called 'CarPath' Do not apply any rotation to them as it will be ignored by the AI code and it therefore misleading Make sure they are not narrow in any direction. The way the AI cars use these is that they aim for the centre of the waypoint, but as soon as they cross the waypoint edge, they then switch to the *next* waypoint. So a narrow waypoint will cause erratic driving. They need one dynamic field: --> 'speed' is the maximum speed that should be driven when close to this waypoint. It is measured in metres per second (1ms = 3.6kmh = 2.25mph) Checkpoints: ----------- These are 'Trigger' objects and must use the 'CheckPointTrigger' datablock You *can* apply rotations to checkpoints Make sure their bases are below ground so cars don't pass under them. Make sure their tops are nice and high too, just in case cars are airborne etc. They need to have two dynamic fields added: --> 'checkpoint' takes the checkpoint number (starting at 1) --> 'isLast' takes the number 0 or 1. The checkpoint that lines up with the start/finish line is the only one that should have 1 for this value. Note that this should also be your *final* checkpoint, not your first one. Spawn Spheres: ------------- The order of these, rather than their name, determines their position on the grid
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