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21
Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by Purple44 on August 13, 2018, 10:49:41 AM »
We use have to have checkpoints gate ends outside of aisector walls. But now I seeing Bugbear use a checkpoint gate that shorter that fits inside an aisector.



So in this pic, could shorten checkpoint gate so it inside the light blue aisector wall?



Also be careful where you place your checkpoints. Looking where you got that checkpoint, would think it be easy for a player to mess checkpoint if player go wide before crossing checkpoint. Might be better if checkpoint is closer to where a player enter the turn using alt route?
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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by The Very End on August 13, 2018, 10:44:56 AM »
Your work around should work, and I use it a lot; Just have one sector which is not overlapping, all the others can be on top of each other's.
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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by KillerAJD on August 13, 2018, 10:28:03 AM »
What if you did this, have alt route on the inside, have green raceline and the red safe lines outside the dirt embankment of turn a bit, so AI can still stay close to green raceline. Then maybe AI would not try as hard to get back to where the race line is?



Should be able overlap alt route and main route aisectors. I do it with my suicide and fig8 tracks.



Can get confusing with all the lines crossing each other.

Interesting, that might work. I'll have to play with it, however...

Yeah it is a pain to get AI working...
Btw, double checked that a checkpoint do not overlap a other sector? I once had a cp I had to xform reset, as it in reality was bigger than I first thought and thus overlapped.
Oh and as you say, you must have cp on all routes or the game crash. Might be a checkpoint that somehow is not tied to the route - try xform reset them again.

This might be tricky. From what I understand, the checkpoint for the alternate route CANNOT touch any other route, correct? If so, it's a bit of an odd pickle to be in because my "alternate route" touches my main route the entire time. I guess what I could do is do what Purple said above, however, on one very small section, I make three very small sector lines for both the alternate and main routes. Then, make a small hole where the alternate route checkpoint can cross just the alternate route for one veeerrry small section. I think that would work, maybe? I'm probably not explaining it well, how about this image? Something like this? But make the hole/angles even smaller.

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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by The Very End on August 13, 2018, 10:11:42 AM »
Yeah it is a pain to get AI working...
Btw, double checked that a checkpoint do not overlap a other sector? I once had a cp I had to xform reset, as it in reality was bigger than I first thought and thus overlapped.
Oh and as you say, you must have cp on all routes or the game crash. Might be a checkpoint that somehow is not tied to the route - try xform reset them again.
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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by Purple44 on August 13, 2018, 10:10:07 AM »
What if you did this, have alt route on the inside, have green raceline and the red safe lines outside the dirt embankment of turn a bit, so AI can still stay close to green raceline. Then maybe AI would not try as hard to get back to where the race line is?



Should be able overlap alt route and main route aisectors. I do it with my suicide and fig8 tracks.



Can get confusing with all the lines crossing each other.
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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by KillerAJD on August 13, 2018, 09:10:33 AM »
Also the tcat file set the chances of AI using alt route:



With a 0.8, 80% the AI should use main route. With 0.2, about 20% of AI will use alt route.

Also if AI using alt route on the inside of banked turn and then slide off to the outside of turn, AI maybe trying get back inside the safe green lines of alt route?

Don't think there much you can do about AI getting outside there chosen route.

**********************************

About checkpoint being backwards, you did not flip the end checkpoints? Right using left coordinates  and left using right coordinates? And your math correct on the midpoint, need be exact half way?

Yeah, the bolded is what was happening when I just had the single main route. My idea was to make an alternate route so they would sometimes go the inside banking, sometimes go the outside banking. Problem is (and as your question points to), if the AI car slid (or was pushed, haha) off the inside banking onto the outside banking, then the way I had the race line route, they would try to get back onto the inside banking. This was impossible though because it was just a vertical wall, so they'd just get stuck there spinning their wheels endlessly until they got hit or reset. Not sure on the checkpoint coordinates. I very well could have had it all messed up.

Great work :) Actually I don't think the checkpoints facing has an impact, it depends on the direction of the sector. Try in max to give the alternative route the custom property otherway = true and see if that helps.

Also, if you want a alt route to pass the start sector, e.g not connect before after the loop ends, you can add the custom property crossstart = true to it. Then at the location where the finish line is you add a proxy checkpoint, named following if it is only one alt route: checkpoint01_alt1_proxy1 . Alt1 links it to the alt route, meaning you can change it to any route number you like, proxy1 is the same deal. Sometimes it does bug, in those cases you have to open the scene file, find he checkpoint and change the value from -1 to 1 on alt route for index.... something. Can't remember the name sorry, but you'll understand when you see it :)
I tried the otherway property, but it didn't seem to make a difference. Like I mentioned in my previous post, due to some kind of issue, it would crash anytime a vehicle would pass a checkpoint. I didn't even have a checkpoint on the alternate route at one point either, so I really had no idea what I was doing, haha. It didn't crash at one point though, but I have no idea what I changed, and then I changed something else and it began crashing again. Now that I have the track completed, I can spend some time fooling with the route system and see if I can figure it out better. Will definitely keep your and Purple's words in mind.
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Mod Share / Re: Petaluma Speedway (4 Track Variants)
« Last post by The Very End on August 13, 2018, 08:40:03 AM »
Great work :) Actually I don't think the checkpoints facing has an impact, it depends on the direction of the sector. Try in max to give the alternative route the custom property otherway = true and see if that helps.

Also, if you want a alt route to pass the start sector, e.g not connect before after the loop ends, you can add the custom property crossstart = true to it. Then at the location where the finish line is you add a proxy checkpoint, named following if it is only one alt route: checkpoint01_alt1_proxy1 . Alt1 links it to the alt route, meaning you can change it to any route number you like, proxy1 is the same deal. Sometimes it does bug, in those cases you have to open the scene file, find he checkpoint and change the value from -1 to 1 on alt route for index.... something. Can't remember the name sorry, but you'll understand when you see it :)
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Modding / Re: Mod Development Screenshots
« Last post by Purple44 on August 13, 2018, 08:33:22 AM »
Sam gokart is pretty stable out on the track, but it is possible to roll the kart:

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General Discussion / Re: Wreckfest Video Thread
« Last post by Purple44 on August 13, 2018, 08:30:38 AM »
Here the video of Saturday night of racing Sam gokart online:  :D :D



Workshop link:

https://steamcommunity.com/sharedfiles/filedetails/?id=1474213850
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Player-Run Events / Re: Nascar League!
« Last post by Aerotactics on August 13, 2018, 08:27:38 AM »
Put me down for undecided. I'd like to, but IDK if my schedule will allow it lol
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