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Re: Check point system Converted maps
Posted: Sun 27 Apr , 2014 11:50 pm
by bOnO
If someone wants to look into it, there's also DB-Stormrace to be converted. It's currently removed from the maplist because it crashes the server, so if you can find why at the same time...
Re: Check point system Converted maps
Posted: Sun 27 Apr , 2014 11:56 pm
by proof
any error message?
Re: Check point system Converted maps
Posted: Mon 28 Apr , 2014 12:01 am
by bOnO
I don't know, it's been removed for months now. However sometimes the server would switch directly to another map and not crash.
Re: Check point system Converted maps
Posted: Mon 28 Apr , 2014 4:00 am
by darkelf
BabyDontHurtMeNoMore wrote:Alright, so it actually took me some time to figure it out again, but here is how it works:
1. All connections between the pathnodes/roadpathnodes have to be either white, light green or yellow (forced paths). One way is okay. Dark green and blue connection
dont work when youre inside a vehicle.
2. There has to be a path connection
from the objective
to a pathnode/roadpathnode which is accessable via (1). A forced path works here.
3. However, the last connection
to that pathnode/roadpathnode from (2) cannot be a forced path.
I wasn't quite correct with what I remembered from years ago but I wasn't too far off either

Btw. forget about the VehiclePathName, thats just a location for the bots to get out of the vehicle if its a objective that can only be done without a vehicle such as a hold objective.
Got it working now. My problem is somewhat solved. The system is just flawed and doesn't really work well(or consistently).. Its not till you get to the track that it decides to work. So I will set up sonofcoaster with this system. But this is so time consuming.. still not sure if its worth it. Its just easier to place a crap load of arrows. Yah now thinking about it and working on this for the past 3 hours and only getting 1 track done.. This is only going to be done for new content if its needed. This takes forever.. to do. I feel horrible having you do all of kvw race with pathnodes. This is tedious as hell..
bOnO wrote:If someone wants to look into it, there's also DB-Stormrace to be converted. It's currently removed from the maplist because it crashes the server, so if you can find why at the same time...
Mind giving a link to download file? I don't have the map anymore.
Re: Check point system Converted maps
Posted: Mon 28 Apr , 2014 2:34 pm
by bOnO
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 10:53 am
by darkelf
Change Log(4-30-2014):
KvW-RaceTown(day and night)-
-pathing done by baby(copied it into night as well with nessessary changes)
Sprintrace-
-placed kill volumes in holes for 1 and 2.
-Last obj long mover with up an down motion collsion fixed.
AS-Outback[E]-
-Replaced second to last obj with proximity obj actor instead of the trigger objective that worked for both teams and sometimes caused obj to freeze up and become uncompletable.
HotRace-
-Bsp hole on second obj fixed..(hopefully no others appeared when i rebuilt.. I didn't see any but always a possiblity.)
ShitRace-
-Fixed collision on last obj trap mover(some reason it wasen't made known as a problem till now. Might because the map is as its name suggest and no one plays it..)
-Placed blocking volume at the last obj trigger area to prevent vehicles getting stuck in the glass/blocking volume floor.
All fixes are live.
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 12:00 pm
by iRobot
On SonOfCoaster: Locoduck says: Shit map
Locoduck has placed 1.00 votes for RACE-C&C[TiberianSun]...
Tib Sun is a fine map.
Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 1:55 pm
by darkelf
bOnO wrote:If someone wants to look into it, there's also DB-Stormrace to be converted. It's currently removed from the maplist because it crashes the server, so if you can find why at the same time...
Well I didn't see anything screaming its the problem but.. I removed some unnecessary cameras. Fixed all the errors that where showing up in map.. (who ever placed the spawn points must of been high on one hell of a drug..)
Change Log(4-30-2014)
DB-StormRace[C]:
-obj1 deemer path bsp hole fixed.
-obj1 door open location lowered.. you can get a noise bleed up that high..
-Weapon lockers and player spawns re-positioned.
-checkpoint system implemented.
-random unnecessary cameras removed.
-Loading screen and screen shot added.
Map should be live next map switch.
iRobot wrote:On SonOfCoaster: Locoduck says: Shit map
Locoduck has placed 1.00 votes for RACE-C&C[TiberianSun]...
Tib Sun is a fine map.

Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 2:10 pm
by bOnO
darkelf wrote:(who ever placed the spawn points must of been high on one hell of a drug..)
Deathblade made the map himself

Re: Check point system Converted maps
Posted: Wed 30 Apr , 2014 2:18 pm
by darkelf
Its not showing up in the map list.. Someone mind checking the crash log and see whats causing it not to load up.