Lap Counters

Answers to all your Interstate dilemmas!
Post Reply
DIVER
Vigilante
Posts: 125
Joined: Sat Jan 31, 2004 12:53 am
Location: Japan
Contact:

Lap Counters

Post by DIVER »

added a document about lap counters.
http://www.h2.dion.ne.jp/~ruins/0000/lapcounter.html
Lightfoot
Legend of Sorts
Posts: 2344
Joined: Wed Dec 31, 1969 4:00 pm
Location: Somewhere in the Southwest
Contact:

Hmm...

Post by Lightfoot »

Who taught you that? :P
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
DIVER
Vigilante
Posts: 125
Joined: Sat Jan 31, 2004 12:53 am
Location: Japan
Contact:

Post by DIVER »

Did I ever taught by...? (mean question)
Fnork
4 8 15 16 23 42
Posts: 423
Joined: Sat Oct 25, 2003 7:34 pm
Location: P3X-888

Post by Fnork »

Wow, I never realized that the checkpoint covered such a large area!

Usually on my maps I would put them in narrow places or on straightaways where it was difficult to miss them, because I assumed they were only the size of a spawn point or regen (the actual regen "car" itself, not the buildings).



Have you ever tested if it works to duplicate a checkpoint for a map with multiple paths?

Example of what I mean: You start at check1, but then the road splits and you have a check2 on each road so the counter works no matter which path you choose.

Something like this:

C1
|
|
|\
| \
| _ \
| __ \
| ___ |
C2 _ C2
| ___ |
| __ /
| _ /
| /
|/
|
|
(back to C1)
Lightfoot
Legend of Sorts
Posts: 2344
Joined: Wed Dec 31, 1969 4:00 pm
Location: Somewhere in the Southwest
Contact:

Hmmm...

Post by Lightfoot »

My tests seemed to indicate that it wasn't possible.

I seem to recall trying to put the appropriately numbered lap counters so it would count the laps running backwards...but that doesn't negate that thet may work forwards, cronologicly, assuming you don't hit a higher numbered point before....

:?:
-Lightfoot

http://twitch.tv/dsavage66
http://discord.me/ultrafunk

If only you could see what I've seen...
DIVER
Vigilante
Posts: 125
Joined: Sat Jan 31, 2004 12:53 am
Location: Japan
Contact:

Post by DIVER »

F> Have you ever tested if it works to
F> duplicate a checkpoint for a map with
F> multiple paths?

I forgot to add it...
The lap counter covers also 200 terrain tools measure above and at least 150 terrain tools measure lower from the point.

+example,
* set a Lap on terrain, place a bridge 200 terrain measure above the counter.

* set a Lap at the edge of terrain, its cliff. cars run end of 40*40 counter area.

I'm sure, those 2 works.

As for "150 lower from a counter", I did not tested more than 150, my guess is a counter covers 200 upper and lower.
A woodramp [AARAMP3] 250 above the terrain did not worked.

If you make a terrain/route according to the example, your map supports split routes.

I will update the page also with regen area later. Any requests are welcome.

Currently no poem(C key) value found in binary still or they are defined in extra file...
DIVER
Vigilante
Posts: 125
Joined: Sat Jan 31, 2004 12:53 am
Location: Japan
Contact:

Post by DIVER »

Oh and please try to NEVER change the direction of a lap counter please.
I do not support/will not test it :-)
Fnork
4 8 15 16 23 42
Posts: 423
Joined: Sat Oct 25, 2003 7:34 pm
Location: P3X-888

Re: Hmmm...

Post by Fnork »

The only way I've found to get the counters to work accurately in both directions is to place only two -- one for the start/finish, and one somewhere else out on the track.


You could maybe do some sort of funky layout where the track loops back on itself and/or crosses so you hit the checkpoints in order even though you are going the opposite direction - but that could be a mess to coordinate properly.
DIVER
Vigilante
Posts: 125
Joined: Sat Jan 31, 2004 12:53 am
Location: Japan
Contact:

Post by DIVER »

the page has been updated...

As for duplicating counters, result says NOPE. We have to use 40*40 area wisely.
Post Reply