2.10 Opponent paths


Opponent paths are made of two parts. In the first part you will write the positions of the nodes (points, through which opponents drive), and in the second part you'll have to "connect" the nodes to make a path for opponents. Well, it's not much different from drone paths. Remember, that when the race starts, the opponents will rush into the first node. (Node 0) Opponent paths
START OF OPPONENT PATHS
52	  	 // Number of path nodes.

-0.55 , 0.01 , 11.5	  // Node #0 (the position in the world)
-0.35 , 0.01 , 10.2	  // Node #1
-0.32 , 0.0 , 9.82	  // Node #2
.
.
.

72	  	// Number of path sections.
0,1  ,  0,255   ,   0,255   ,   1.0   ,   1	   // Section #0, see note 1.
1,2  ,  0,255   ,   0,255   ,   1.0   ,   1	   // Section #1
2,3  ,  0,255   ,   0,255   ,   1.0   ,   1	   // Section #2
.
.
.

0	 	// Number of cop start points.

END OF OPPONENT PATHS
Note 1: There seems to be a lot of numbers on the same line, but some of them don't have any effect.

1st and 2nd number: The first is "from node" and the second is "to node". So in the section 1 the opponents will drive from node 1 to node 2. Simple.
3rd and 4th number: I think these don't have any effect.
5th and 6th number: The first "0" is useless, but the second "255" is the speed limit in the end of the section. Opponents will slow down and then accelerate again.
7th number (1.0): Errol said once, that this is the width of the section, but I doubt it, because the opponents just drive toward the nodes all the time.
8th number (the last one): This is what Errol also said:

"The last value can either be 0 , 1 or 1000. 0 seems to be a path the car's will follow if they're by it, 1 is the proper race track, and 1000 doesn't seem to do anything. In SP'a you start by the shops so the 0 values take the cars to the proper track, then they follow the 1's all around."

2.9 Groove stuff (moving objects) Back to index 2.11 Drone paths