NSKuber

Serious Kart map setup tutorial

Oct 16th, 2020 (edited)
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  1. Please complete all steps listed below. The order of steps does not matter, but you have to set up everything;
  2. You can check the map "/Content/SeriousSam4/Levels/7SmokeKarts/SetupShowcaseLevel.wld" or "SetupShowcaseLevel_GoldRush.wld" to see how it is set up there.
  3.  
  4. (1) Place any number of different karts with simple spawners with many spawnees and name them "KartSpawner01", "KartSpawner02", etc...
  5. However many you please. After 10 the numbering goes without the zero, i.e. "KartSpawner10", "KartSpawner11", ...
  6. These should be accessible to the players who spawn on map as they will choose their ride using them.
  7.  
  8. (2) Place 16 path markers and name them "StartMarker01", StartMarker02", .... , "StartMarker16".
  9. These will be used to place the players who have chosen their kart on the grid before race start.
  10.  
  11. (3) (Racing) Place any number of detector areas which will be used as checkpoints for your track. The first checkpoint (which will be literally the first checkpoint in the race and also will be the "next lap" checkpoint if your track has more than 1 lap) should be named "Checkpoint01", next "Checkpoint02" and so on, same as with the Kart Spawners.
  12. Additionaly, place a detector area named "CheckpointFinish" which will be used as the last checkpoint on the last lap.
  13. !!! IMPORTANT !!! On all these detectors you must check the "Custom entity detector" checkbox.
  14. (3) (Gold Rush) Place any number of path markers called "CoinMarker" on the map. The treasure will be randomly spawned on these.
  15.  
  16. (4) (Racing) Place two Static Models on the map, put their "Controlled from script" parameter to "Local scripting". Name them "CheckpointVisualMarker" and "LapCheckpointVisualMarker", and put any .mdl file you want in these.
  17. These will be used to visually mark the next checkpoint/lap (finish) checkpoint for the racers.
  18. (4) (Gold Rush) Place three items, named "CoinSmall", "CoinMedium" and "CoinBig", on the level, with "infinite" spawners. Mark all of them as "Only first player picks". These will be the pickable score awarding items.
  19.  
  20. (5) Put 4 static sounds on the level with "Controlled from script" set to "Local scripting". Name them "FinalLapAnnouncerSound", "1PlayerFinishSound", "23PlayerFinishSound" and "PlayerFinishSound".
  21. The first will be used to announce when you have started the last lap, the second when you have finished the race first, the third when you have finished the race second or third and the fourth when you have finished the race on other place.
  22.  
  23. (6) Put 5 Text Effect entities on the level, with text effects set up in them and with following names:
  24. "LapsTextEffect" - used to display the laps count/timer text,
  25. "StandingsTextEffect" - used to display the current player standings text,
  26. "WinnersTextEffect" - used to display the final standings after everyone has finished.
  27. These three better be set up to be "infinite" in duration shown
  28.  
  29. "AnnouncerTextEffect" - used to display "Final level", "Finished race" and some other announcements,
  30. "DifferenceTextEffect" - used to display the time difference text on checkpoints.
  31. These last two preferably should fade out.
  32.  
  33. After you have configured these text effects to your liking, remove all the text from the entities' "Identifier" parameter.
  34.  
  35. (7) Place a script entity on your level, set its "Auto run" parameter to "Always" and then put into it the script "Content/SeriousSam4/Levels/7SmokeKarts/Scripts/SetupExample.lua" ("SetupExample_GoldRush.lua" for Gold Rush). Either unshare or resave this script into your own folder as you will be modifying it.
  36.  
  37. Open it up. In it you will find the block "PARAMETERS". Here you can configure:
  38. Number of laps
  39. Boosting visuals params - paths to particles, paths to sounds and attachments where you need those visuals to appear
  40. A number of different text strings - their names should be straightforward
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