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Creating a Boat Racing Track

Markus Hellquist edited this page Dec 19, 2023 · 6 revisions

Creating a track

To create a track, you must use the track create command. In this guide I will use /te and /t instead of /trackedit and /track as the acronyms are faster to type out.

/te create boat [TRACK NAME]

When running this command, your current position and rotation is set as the track spawn, and the item you are currently holding is set as the TT menu item. If you are not holding an item, it will give you a default one. Both of these can be changed later on.

To edit a track, you need to select the track you want to edit. When you create a track the first time, it will automatically be selected for you. But if you want to continue edit it after a server restart, you can select any track by doing /te select [TRACK NAME]. To check which track you have selected you can do /te to display information about your currently selected track.

Creating regions

After a track is created, you should start creating regions for it. Tracks in TimingSystem are built from different types of regions. Be careful when creating these, as mistakes can lead to a poor driving experience. For a track to be usable it must consist of at least one start region and at least one checkpoint.

Making a selection

TimingSystem utilises WorldEdit selections to make it easier to set regions up. Simply do //wand and select a cuboid region with left/right click on the region corners. Poly selections are also supported.

⚠️Ensure that your selection is always one block deep into the ground and at least one block above the ground to reduce the risk of players missing regions.

⚠️Small regions can potentially be passed before the server recognises that a player has entered it. You should make large regions to avoid this, especially on high speed staights

Below is an example of a region selection:

Region Selection

Regions

The following regions are created using WorldEdit selections. Regions here marked with an asterisk (*) are required for tracks to work.

Regions have an [INDEX] argument, that means that there can be multiple of the region. Including an index is optional for creating a region. You can remove a region by adding a - infront of the index number (eg. -2 to remove the second region, -all to remove all of a specific region type).

When a region is created, you can enable particles via /te view [TRACK] to help you visualize the regions. Do /te view to toggle the particles on and off. If you don't specify a track it will toggle particles for your currently selected track. However if you do specify a different track, it will start showing particles and select the new track for you as well.

Start Region *

A start region defines where a player's timer should start on a track. If no end region is defined, the start region will also end the player's time. The position and rotation you are in when entering this command is saved as a player can be teleported there if they miss a checkpoint.

/te region start [INDEX]

Checkpoint Region *

A player must pass all checkpoints of a track before they can finish. Checkpoints are used to prevent players from skipping parts of a track as well as for calculating time deltas for time trails and races. The position and rotation you are in when entering this command is saved as a player can be teleported there if they miss a checkpoint.

/te region checkpoint [INDEX]

End Region

An end region is used to finish a player's time on a track.

/te region end [INDEX]

⚠️ If the track is a circuit (it starts and ends in the same location) then an end region must not be set.

Pit Region

A pit region defines where the player must drive to add a pit.

/te region pit [INDEX]

Inpit Region

An inpit region is used to notify the race scoreboard that a player is currently in a pit.

/te region inpit [INDEX]

Reset Region

A reset region will teleport a player to their last checkpoint during a race, or the spawn location during a time trail. This is most useful for parts of a track that one could fall off of.

/te region reset [INDEX]

Lagstart & Lagend Regions

The lagstart and lagend regions work together to reduce the risk of lagged times from being counted as a real time. Even though these are not required, it is recommended to set these up where possible.

They should be set up so that a driver passes through the lagstart region and passes through the lagend region a tick (0.05s) after.

/te region lagstart [INDEX] /te region lagend [INDEX]


⚠️ After setting up regions, be sure to open the track when you're ready.

Track Locations

When setting a track location, the track location takes your current position and rotation. These are visible under /te view [TRACK].

Track Spawn

This is the location you teleport to after doing /tt [TRACK].

/te spawn

Leaderboard

This is the location of the leaderboard. Multiple leaderboards can be set up by changing the index, but this may cause performance issues if overused.

/te location leaderboard [INDEX]

Grid

This is the location of grid spots, where players teleport to when a heat is loaded.

/te location grid [INDEX]

Qualification Grid

These are optional, but if used, players will be teleported to one when a qualification heat is loaded.

/te location qualygrid [INDEX]

Track Settings

Track Name

The name of the track is used in the /tt menu and /tt [TRACK].

/te name [NEWNAME]

Track Owners

The owners of a track will have their name displayed with the track in the track menus.

/te owner [PLAYER]

Track Contributors

Track contributors can have their name added to the track. No special permissions are granted to them. There may be multiple contributors per track. All contributors can be added in the same command by adding the names with spaces between each other at the end of the command like below. Any contributor that already exist will instead be removed.

/te contributors [PLAYER] [PLAYER] [PLAYER]

Track Open/Close

If a track is open, any player can teleport and drive on it, otherwise only admins can teleport to it. Admins can use /track override to drive on closed tracks with a timer. By default a track is closed after creation.

/te open and /te close

Time Trial

A track will either have time trial enabled or disabled. By default, it is enabled. Switching it to disabled will disallow players' timers from starting during time trials.

/te timetrial [enable|disable] Default Value = enable

OpenBoatUtils Mode

A track can be set to have a boatutils mode. If the driver has the OpenBoatUtils mod, they will receive a new mode set by the track.

/te boatutils [MODE] Default Value = vanilla

Finish Tp

When a driver has finished a finals heat, they will be teleported to a finish tp location.

To set a specific position teleport (eg. Podium): /te location finish_tp <position>

To set a teleport for non specific finishers (eg. Non-Podium): /te location finish_tp_all

Item

In the /tt menu, each track has an associated item. When changing this, you must hold the item in your hand which you want to set the item as.

/te item

Track Weight

Tracks with higher weights will appear at the start of the tt menu.

/te weight [WEIGHT] Default Value = 100

Track Tags

Tags are used by the Track Menu to filter tracks. You can add multiple tags at once. Adding a tag that already exists on the track will remove it instead.

/te tag [TAG] [TAG] [TAG]

Track Options

Track can have certain option active that will change behavior of the track during time trials. Learn more about track options here

/te option [OPTION] [OPTION] [OPTION]


If you need some help. Otherwise you can ask for support in the BoatLabs discord server.

If you need help, run into issues or have questions about TimingSystem, contact support in the BoatLabs Discord Server.

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