If anyone can help with this or knows what I’m doing wrong after reading this, that would be amazing!
So I’ve made a Race map. I’ve read Tom French’s Race_Script.doc he released with Montior’s Bounty and I’ve watched ducain23’s Race Gametype Tutorial YouTube video, inserted the Race Checkpoint Prefab and the Race Brain Tree Prefab. I set 5 total checkpoints around my map in hopes of making scoring easy since it increases by 5 in the general settings of the gametype. I’ve got them ordered 1-5 with the 5th checkpoint on the Lima channel. I went to the brain script tree and made the pink (? I’m partly colorblind) brain match the total number of checkpoint spawns and made sure that channel is also set to Lima - as Ducain showed in his video. In forge, the checkpoints work - as you go through them they trigger the script for the diamond markers to move to the next checkpoint, and they freeze at the 5th checkpoint until the terminal is selected to reset the game scripts. From my tests in forge, I thought everything looked like it was working fine and the only thing I had left to do was playtest in customs.
Here’s where I found my problems:
- My first problem is more of a question as it’s possible that it’s working correctly and I just don’t realize it - but for the Starting Gate checkpoint, when you begin and it counts down (3,2,1,GO!) there is no checkpoint markers here and the checkpoints markers immediately move to the next checkpoint (Order #2) before you even go through the Starting Gate. Also, the Starting Gate checkpoint does not trigger the scoring - I do not receive a point for going through it… Again, this might be working correctly and I just don’t know it - I’m not sure how exactly the Starting Gate is supposed to act.
- My second problem (observation)… the scoring triggers on the 2nd, 3rd, and 4th checkpoints for a total of 3 points - when I get to the 5th and final checkpoint (Lima) it does not trigger the scoring mechanism. Also, when I go through the 4th checkpoint and the diamond markers move from the 4th to the 5th (final) checkpoint - I then go through the 5th - the checkpoint markers disappear, they do not loop or restart their checkpoint markers for multiple laps on next checkpoint (which should be the Starting Gate). I am assuming that the checkpoint markers are supposed to move from the 5th to the 1st (or 2nd) again for the next lap. It does not.
- End result, I need 5 points per lap (I have 5 checkpoints inserted and ordered correctly, it’s the Starting Gate and Finish Line Checkpoints that are not triggering scoring) - I also need the diamond checkpoint markers to loop infinitely until the “score to win” has been achieved.Does anyone know how to do this or what I am doing wrong? I’d greatly appreciate any help possible. (Ducain23 ?)
idk I’ve worked on a few race maps and never had that problem but the only thing I change is the spawn order even on the pink brain I only change spawn order for the last checkpoint
This is how it’s supposed to work. So everything works on mine except for the loop of checkpoint markers and the scoring of the Starting Gate and Finish Line checkpoints.
*EDIT - So it looks like I’m not the only one to have trouble with ducain23’s prefabs (ZannyVids), but that simply cannot be it because ducain’s Volcanic Panic map works flawlessly from what I can tell in the video… ZannyVids has the same exact problem as I do with the Starting Gate not triggereing the scoring mechanism on the first time through, but he just says “that’s how it’s supposed to work”… Granted, I have more problems like the scoring and the checkpoint markers not continuing after the first lap, but still. Ducain23 has obviously figured this out.
Does anyone know what’s causing these issues?
hmm you when adjusting the pink brain if you went into the script you might have changed one of the values on accident, I’d say delete then re add both the script brains and 5th checkpoint from ducain23 prefabs and just make sure you only adjust the spawn order
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> This is how it’s supposed to work. So everything works on mine except for the loop of checkpoint markers and the scoring of the Starting Gate and Finish Line checkpoints.
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> *EDIT - So it looks like I’m not the only one to have trouble with ducain23’s prefabs (ZannyVids), but that simply cannot be it because ducain’s Volcanic Panic map works flawlessly from what I can tell in the video… ZannyVids has the same exact problem as I do with the Starting Gate not triggereing the scoring mechanism on the first time through, but he just says “that’s how it’s supposed to work”… Granted, I have more problems like the scoring and the checkpoint markers not continuing after the first lap, but still. Ducain23 has obviously figured this out.
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> Does anyone know what’s causing these issues?
well the first time through the starting gate is only a countdown as the spawn order 1 doesn’t score until the reset
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> well the first time through the starting gate is only a countdown as the spawn order 1 doesn’t score until the reset
That’s what Zanny says, but Ducain got it to work in his Volcanic Panic map.
*EDIT - What if the Starting Gate’s spawn order is set to 0 and it only does the countdown but you set a checkpoint over the Starting Gate with the spawn order set to 1? Would 0 do the countdown and 1 score the checkpoint and sync the markers?
Thanks for responding to this thread, necromite1. I do appreciate it. I ended up getting the checkpoints and the scoring to work by reverse engineering 343’s Alpine Rally Race map. I went in there and made my own prefab copies of how theirs works and then copied them into mine. Long story short, I deleted all of ducains prefabs and replaced them with 343’s and it worked perfectly. The biggest difference I noticed is that the Lima channel does NOT need to be used at all like Ducain says it does for the last checkpoint. The biggest problem is that I’m not sure exactly how it works, but it does. Thank you 343 and Mr. Tom French!
My next mission is to figure out how to force player deaths if they jump out of the Wasp and get them to respawn at their last checkpoint. Any help with this would also be appreciated.
*EDIT - Not sure if this is going to work or not, but here is my idea: create invisible transporter sender node with a box perimeter surrounding the race track. Then place the invisible receiver node within a instant kill volume. I believe this is exactly how Mongoose Sumo had worked it in Action Sack. Any other ideas, let me know.
I got the teleporters to work now so that the players die immediately after jumping out of the vehicles. But if the player jumps out, dies, and respawns in a new vehicle - their previous vehicle still sits on the map… Is there a way I can despawn non-operated vehicles? Or maybe phase the track somehow that when your in a vehicle that the floor acts normally but empty non-operated vehicles will fall through the floor? Would this be a script?
The challenge for me is that the vehicles are spawned in with the players from the Game Mode, they’re not actually placed on the map so I don’t have direct control over the spawn/despawn of them.
Glad you figured it out… sorry I just saw this. Tom updated their checkpoints to work better and I need to do the same…lol. Also I need to make an update video for the Race gametype…haha
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> Glad you figured it out… sorry I just saw this. Tom updated their checkpoints to work better and I need to do the same…lol. Also I need to make an update video for the Race gametype…haha
Thanks for responding, Ducain23! Do you happen to have a solution for the problem I explained in my previous post? The closest thing I got to an answer from someone was “they haven’t fixed that yet” and that “players will purposely crash maps by spawning in a ton of vehicles”… That’s exactly what I’m trying to prevent. Any ideas or known solutions?
*EDIT - I noticed that in the Alpine Rally Race map that they somehow got the non-operated Rally Hogs to despawn! I don’t know how this was done though. It doesn’t seem like it’s on a timer. I ran a couple tests and it seems like they despawn due to proximity or field of vision, not sure which or how they do it, but they do!
I can personally vouch against the last comment because I played Alpine Rally Race the other day and they most certainly have NOT set empty player vehicles to despawn. While we’re on the subject, I think there should be stricter penalties against people who do BS like this. I win almost every race I play there and I’ve been blocked by other players (who intentionally killed themselves 30+ times to ruin other player’s fun because they can’t win) at least 5 different times. It’s so stupid, and I think it’s worse than leaving a match in progress because you’re purposely being a -Yoink-.
But I am also in the process of making an Arenacross style racetrack for mongeese. We’ve just about finished all the layout, and I’ll need to make spawning and checkpoints myself since my brother can’t script to save his life. I may refer back to this post if I need help
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> But I am also in the process of making an Arenacross style racetrack for mongeese. We’ve just about finished all the layout, and I’ll need to make spawning and checkpoints myself since my brother can’t script to save his life. I may refer back to this post if I need help
DM me if you need help with anything. I’d be more than happy to help now that my map and mode is complete and I understand how it all works. Here’s the links to my race in the custom browser for reference.
Dude…your map looks incredible. How long did that take you? Also I won’t be able to message you on XBL. Even xbox support can’t tell me what’s wrong with my messaging, so I guess I’ll come back to this lol seriously though, great job on the map. It looks incredible
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> Dude…your map looks incredible. How long did that take you? Also I won’t be able to message you on XBL. Even xbox support can’t tell me what’s wrong with my messaging, so I guess I’ll come back to this lol seriously though, great job on the map. It looks incredible
Thank you, I appreciate that! It took me about a month to completely finish, but that was also over the New Years holidays so I was working with it on and off over that time. Probably more accurate around ~20 days. If you’ve ever played the old PlayStation WipEout games that’s the theme and design I was going for, and the track layout is actually modeled after the Circuit de Spa in Belgium from Forza. Seriously though, I’m glad you like it! It’s awesome to know people enjoy something you’ve created.
If you have a mic, we can always jump into a party and talk it out. Let me know. Thanks again!
Sounds good dude. I’ll add you and invite you to a party sometime. When are you usually on? I’m in EST. Usually from afternoon until very early morning when I’m not working. Jack 001 is your gamertag right?
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> Sounds good dude. I’ll add you and invite you to a party sometime. When are you usually on? I’m in EST. Usually from afternoon until very early morning when I’m not working. Jack 001 is your gamertag right?
I’m Central so I think you’re only an hour ahead of me. During the week I’m on from 4-11pm+ (After work as well), sometimes until 2am. And no, my gamertag’s deceiving. It’s not zero, zero, one - it’s actually “Jack 0o1” (zero, o, one). Yeah, hit me up sometime.