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What is this?

It was born out of a need to create race courses easily, but the goal became a feature-rich, generic map editor that scripters can easily extend to use in their own gamemodes.

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"I just want to use the editor to make maps; how do I start?"

Every control is listed on screen, you should have no problems. Look at the existing racing courses if you need help or inspiration. Have fun creating!

"I'm a scripter, how do I integrate the editor into my script?"

Documentation will be added eventually, but feel free to use the Racing script as an example. See:

  • MapEditor/client/MapTypes/cMapTypeRacing.lua
  • MapEditor/client/Objects/
  • Racing/server/sCourse.lua
  • Racing/server/sRacerBase.lua

Note, however, that the map editor API is currently rough and will certainly go through at least a small rewrite in the future.

Future goals

  • Inputs and outputs on objects. Connect the OnActivate checkpoint output to an explosion effect's Play input to make fireworks when people enter checkpoints.
  • Moving objects. Create elevators, ceiling crushers, or a submarine that moves in a path around the map.

Known issues

  • Selecting objects is finicky.
  • Lack of buttons for many functions, only keys.
  • Modelviewer's selection of tagged and named models is limited.
  • There is no fancy multi-player editor support and likely never will be.
  • It's meant to run on a local server, not on a public server. If anyone asks for a /mapeditor command they will be tased.

Importing old courses

You can import maps from the old Racing version using the client console command loadoldcourse.