Page 1 of 2
StadiumRace
Posted: Thu 09 Dec , 2010 8:24 pm
by KimiRäikkönen
First version (full of bugs, probably) available at:
http://www27.zippyshare.com/v/85397050/file.html
BenMesh02 > StaticMeshes folder
BenTex01 > Textures folder
benTex02 > Textures folder
HourIndusXUT2004 > Textures folder
LevelConfigManagerV2J > System folder
RACE-StadiumRace-V1 > Maps Folder
And racetex.utx > Textures Folder
http://www38.zippyshare.com/v/96747114/file.html
The filesize is so big since HourIndusXUT2004 is about 80 MB, but you might have it already since it's used in many maps.
Post any bugs/ideas here np.
Re: StadiumRace
Posted: Fri 10 Dec , 2010 12:57 am
by KimiRäikkönen
http://www19.zippyshare.com/v/30657433/file.html
V2 of StadiumRace
- Collision at spawn fixed
- Race countdown works now
- Still skips the 3rd round, so 4 rounds in total, Ill figure it out later 2tired now.
Re: StadiumRace
Posted: Sun 12 Dec , 2010 10:01 pm
by Raven
Hello,
can you have the files:
- HourPitores_UT2004
- TWBv5
- Racing
- racetex
- HourIndusX_UT2004
- LevelConfigManagerV2J
upload, for these fail me to use the map.
Re: StadiumRace
Posted: Sun 12 Dec , 2010 10:22 pm
by bOnO
Links and decompression procedure in
this thread.
Re: StadiumRace
Posted: Sun 12 Dec , 2010 10:32 pm
by Raven
Biig Thx!
Re: StadiumRace
Posted: Sun 26 Dec , 2010 10:12 pm
by Socio
Played this map today. Kept driving into walls.
Not, because its hard. I just kept falling asleep at the keyboard.
Put some more obstacles on the roads, traps, barrels, lava pits, or change the road in each area since from what I have seen, each round is played in a new stadium (90% shure, though I didnt look at the map in the editor). It will make the map much more interesting and add more spice into the gameplay, since with the current version, once someone takes the lead its really impossible to outrun him (unless he fucks up somewhere, but with skilled players that barelly happens on a flat track).
Also, for the first obj. (the one that starts the countdown) you can use some standard trigger + scripted trigger instead of an AS obj.
Re: StadiumRace
Posted: Sun 26 Dec , 2010 10:25 pm
by KimiRäikkönen
Socio wrote: Put some more obstacles on the roads, traps, barrels, lava pits, or change the road in each area since from what I have seen, each round is played in a new stadium (90% shure, though I didnt look at the map in the editor). It will make the map much more interesting and add more spice into the gameplay, since with the current version, once someone takes the lead its really impossible to outrun him (unless he fucks up somewhere, but with skilled players that barelly happens on a flat track).
I agree with you here, and thanks for posting some ideas. Havent had the time editing the map this week, so i'll be doing it next week np.
Socio wrote:Also, for the first obj. (the one that starts the countdown) you can use some standard trigger + scripted trigger instead of an AS obj.
Like what?
Re: StadiumRace
Posted: Sun 26 Dec , 2010 10:47 pm
by Socio
Some idea:
-Make in center of each team spawn a (H:16 OuterR:64) cylinder brush. Give it some fancy colours to make it look like a big button, or just put an info pod ("Stand here to activate the countdown", in both bases so it will require each team to activate it, therefore it wont give a head start to the people with faster connection).
-Put in center a trigger (collission radius same as the radius of the brush, bTriggerOnceOnly=True) that one of the players on both teams must touch, connect them both with a counter and connect the counter with the scripted trigger like you would with the standard AS obj.
Re: StadiumRace
Posted: Mon 27 Dec , 2010 12:08 am
by Azarael
Should have just used terrain tbh
Re: StadiumRace
Posted: Mon 27 Dec , 2010 4:29 pm
by iZumo
Kimi, can you set the RaceProxObjective contraint pawn class to Onslaught.ONSRV? So it doesn't break when the Nitro Vehicles get updated.