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Re: Racing maps (LDGObjects)

Posted: Sun 07 Sep , 2014 10:58 am
by iZumo
Updated LDGObjects:
- checkpoints can be disabled by code (used in Megafun Race)
- Dragonfly no longer subject to checkpoints

Re: Racing maps (LDGObjects)

Posted: Sun 07 Sep , 2014 12:54 pm
by darkelf
Izumo wrote:Updated LDGObjects:
- checkpoints can be disabled by code (used in Megafun Race)
- Dragonfly no longer subject to checkpoints
I believe deemers are still effected by checkpoints as well.

Re: Racing maps (LDGObjects)

Posted: Mon 08 Sep , 2014 11:58 am
by Socio
darkelf wrote:I believe deemers are still effected by checkpoints as well.
So there still will be "accidental" spawnkills with Redeemer when it will get reset to the wrong spawn? ;B

Re: Racing maps (LDGObjects)

Posted: Mon 08 Sep , 2014 1:28 pm
by iZumo
I believe that was fixed a while ago.

Re: Racing maps (LDGObjects)

Posted: Mon 08 Sep , 2014 2:06 pm
by Azarael
If it was, I didn't fix it.

Re: Racing maps (LDGObjects)

Posted: Mon 08 Sep , 2014 2:16 pm
by iZumo
I saw in the code a check for redeemer missile.

Re: Racing maps (LDGObjects)

Posted: Mon 08 Sep , 2014 2:20 pm
by Azarael
Must have forgotten to upload it.

Re: Racing maps (LDGObjects)

Posted: Fri 19 Sep , 2014 11:49 pm
by darkelf
Izumo wrote:- checkpoints can be disabled by code (used in Megafun Race)
How exactly did you do this? As it is now causing me to be unable to test out my checkpoints for maps offline. Is there some option I need to enable? If so, where and how?

Re: Racing maps (LDGObjects)

Posted: Sat 20 Sep , 2014 6:23 am
by iZumo
The Megafun mutator disables them by code using additional property (which is enabled by default). You should not need to do any changes. I tested them online.

Re: Racing maps (LDGObjects)

Posted: Sat 20 Sep , 2014 12:49 pm
by darkelf
Hmm well i just re installed all the ldg game files and reconfigured it all again.. now it seems to be happy. Thanks.