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 Post Posted: Tue Feb 02, 2010 9:34 pm 
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I 'don't think' that can be done in multiplayer. That was all singleplayer programming.

Here is a snipet of it:

[Trigger]
nickname = tm_ready
system = FP7_system
Cnd_Timer = 1
Act_CallThorn = missions\m06\M06_Hovis_Wins1.thn
Act_Ethercomm = announcer, 216608, Player, DX_M06_0202_ANNOUNCER, -1, pl_male2_head, pi_pirate2_body
Act_ActTrig = tm_getset
Act_PlayMusic = music_br_space, music_br_danger, music_br_battle, music_race_start, 3, false
[Trigger]
nickname = tm_getset
system = FP7_system
Cnd_Timer = 5
Act_Ethercomm = announcer, 216608, Player, DX_M06_0204_ANNOUNCER, -1, pl_male2_head, pi_pirate2_body
Act_ActTrig = tm_2
Act_ActTrig = wt_startcam-2ndrace_on
Act_ActTrig = wt_startcam-2ndrace_off
[Trigger]
nickname = wt_startcam-2ndrace_on
system = FP7_system
Cnd_WatchTrigger = bool_2ndrace, ON
Act_DeactTrig = wt_startcam-2ndrace_off
Act_CallThorn = missions\m01a\m01a_rev2_01.thn
[Trigger]
nickname = wt_startcam-2ndrace_off
system = FP7_system
Cnd_WatchTrigger = bool_2ndrace, OFF
Act_DeactTrig = wt_startcam-2ndrace_on
Act_CallThorn = missions\m06\m06_Race_Hood6.thn
[Trigger]
nickname = tm_2
Cnd_Timer = 3
Act_Ethercomm = announcer, 216608, Player, DX_M06_0206_ANNOUNCER, -1, pl_male2_head, pi_pirate2_body
Act_ActTrig = tm_1
[Trigger]
nickname = tm_1
Cnd_Timer = 3
Act_Ethercomm = announcer, 216608, Player, DX_M06_0210_ANNOUNCER, -1, pl_male2_head, pi_pirate2_body
Act_SetNNObj = mlog_3
Act_ActTrig = tm_go
[Trigger]
nickname = tm_go
system = FP7_system
Cnd_Timer = 3
Act_RevertCam = no_params
Act_ActTrig = wt_popup_2ndrace_on
Act_ActTrig = wt_popup_2ndrace_off
[Trigger]
nickname = wt_popup_2ndrace_on
system = FP7_system
Cnd_WatchTrigger = bool_2ndrace, ON
Act_DeactTrig = wt_popup_2ndrace_off
Act_ActTrig = tr_theyreoff
[Trigger]
nickname = wt_popup_2ndrace_off
system = FP7_system
Cnd_WatchTrigger = bool_2ndrace, OFF
Act_DeactTrig = wt_popup_2ndrace_on
Act_Popupdialog = 23011, 23010, CLOSE
Act_ActTrig = pux_race
[Trigger]
nickname = pux_race
Cnd_PopUpDialog = CLOSE
Act_ActTrig = tr_theyreoff
[Trigger]
nickname = tr_theyreoff
Cnd_True = no_params
Act_Ethercomm = announcer, 216608, Player, DX_M06_0220_ANNOUNCER, -1, pl_male2_head, pi_pirate2_body
Act_GiveObjList = dexter, ol_pedaldown
Act_ActTrig = tm_fail
Act_ActTrig = dst_g1
Act_DeactTrig = dst_jumpthegun
Act_DeactTrig = dst_jumpthegunfail
Act_DeactTrig = pjh_dexter
Act_ActTrig = wt_bool_2ndrace_on
Act_ActTrig = wt_bool_2ndrace_off
Act_PlayMusic = music_br_space, music_br_danger, music_br_battle, music_race_loop, 2, false

Looks easy, eh? Hehe.

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 Post subject:
 Post Posted: Tue Feb 02, 2010 9:39 pm 
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yeouch!


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 Post Posted: Wed Feb 03, 2010 3:48 pm 
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well if i understood that it certainly is a difficult prospect :) [of course i dont understand it thats why i dont do modding myself lol]. it was just a thought, if it makes you feel better i dont think any mod that i seen a track in has got around the issue of how to stop corner cutting. you could always set up a group of race officials (not admins as such just minders for the race) that can watch out for cheats and declare players as disqualified if they cheat [by means of blasting them out of the sky :) lol]. again just another silly thought uv30 (feel free to rip this idea apart too i already am)

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 Post Posted: Wed Feb 03, 2010 4:05 pm 
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just went over it again, looks mostly like a collection of variables and responses to said variables in a preset sequence, (am i close) also it seems like some of it is familiar to a plc (programable logic controller) programming language i did do in collage about 12 years ago (that also dealt with mass variables and how to correct/adapt to them). i still cant do anything with it but the story race had additional variables that would not be needed in the setup i suggested. instead look to the programme used to make the missions effectively making the race a mission (i guess the programme is simmilarly difficult to read but its a start). rember (and i know you know this) the variables needed here are "did the ship pass through the gate?" if yes light goes out if no light stays on, just like the waypoints in missions "is the ship near this point?" if yes waypoint reached if no show waypoint. not sure how to convert one to the other or how to make the lights but there should be a way to do it, i just cant find it uv25
ok sorry for long post that probably just confuses things and states the obvious but i am trying to help.....sorry uv11

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 Post Posted: Wed Feb 03, 2010 4:34 pm 
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Location: I Think I know where Juni's at. :)
Spotters are what's needed, place every so many rings around the track. Just racers and when you're done or going to race, switch out. You can even have a player just fly outside the track not so close to be in the way and follow to make sure one doesn't just fly across somewhere to get ahead.

As for the lighting, maybe Soup or Dwn can get with FBU? He does all sorts of stuff with lights in his mods and/or maybe Firekiss.

Just an idea.

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 Post subject:
 Post Posted: Wed Feb 03, 2010 7:42 pm 
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Just so you all understand, the scripting only works in singleplayer, it won't work in multiplayer.

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 Post Posted: Wed Feb 03, 2010 10:15 pm 
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I thought that might be the case. :(

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 Post Posted: Fri Feb 05, 2010 5:01 pm 
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ok dwn kinnda thought i was pushing it but that was why i suggested doing it more like some sort of mission style but heythats why you guys make the mod and i just play it uv15

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