About racetracks
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2282
- Joined: Thu, 29. Jan 04, 08:19
About racetracks
If I busted my butt for hours making a racetrack script how many people would use it? Time is something I don't have as I want this mod to be done before I take a trip. The racetrack would never change, it'll be the same old racetrack, the script will be process intensive, and you will be racing against... well just the clock.
-
- Posts: 2282
- Joined: Thu, 29. Jan 04, 08:19
-
- Posts: 2981
- Joined: Mon, 29. Dec 03, 03:29
-
- Posts: 2282
- Joined: Thu, 29. Jan 04, 08:19
There's a problem with scripting in kessler rings, too close and safe distance kicks em far away. You might be able to solve that problem, not sure haven't tried it. Then there's a worse problem. You would need to set sector posistion and rotation by hand for all of your hundreds of kessler rings if you script them. And that's only for 1 racetrack. Possibly you could create racetrack segments, where you have 50 rings that match up at the end and starting points. Anyways, I found it easiest to use Reven's asteroid scripts and modify them or make my own simple scripts to do stuff like create a ring at my position facing the way I'm facing, or change targeted ring to face the way I'm facing, etc. But that had to be done in the galaxy editor so that I could visualize instead of type!
Also, here's my method of madness. You start out by logging the galaxy flight timestep. The first kessler ring runs a script which checks distance from ring to player. When it reaches 25 meters or less (they are kinda small ya know) it plays a sound and calls kessler ring script #2. The very last ring logs the timestep again. This way you must proceed in order, and you must fly within the center of the ring, and you can find total time via timestep. But that's gotta be process intensive, anyone know a better way?
Also, here's my method of madness. You start out by logging the galaxy flight timestep. The first kessler ring runs a script which checks distance from ring to player. When it reaches 25 meters or less (they are kinda small ya know) it plays a sound and calls kessler ring script #2. The very last ring logs the timestep again. This way you must proceed in order, and you must fly within the center of the ring, and you can find total time via timestep. But that's gotta be process intensive, anyone know a better way?