Wheeled Race: Difference between revisions

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__TOC__
{{CustomHeader|Title=Description}}
Wheeled races are a traditional car race gamemode, based around a checkpoint system. In a wheeled race, players can compete for a podium (first through third place) finish. Tracks are made up of checkpoints through which players must pass to progress; missing a gate will halt race progression until a player passes through the missed gate. There are three types of gates:
The Race Template is a stamp which contains all the logic necessary to build a Race Gamemode with Vehicles. Place it in your arc and adjust its nodes accordingly to transform your track into a fully functional race!


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<h3>What the Stamp does</h3>
    <p>Start Gate: this gate indicates the start of the race and must be passed through for a player to initiate the race</p>
This stamp is a collection of logic nodes which integrate the main mechanics of a race, from letting players select their own vehicles and tracking the race progression, to resetting the players to their last crossed gate and showing the race results at the end of the race.
    <p>Middle Gate: these gates comprise the primary checkpoint system of races. They must be passed through in order for the player to progress through the race.</p>
    <p>Finish Gate: this is the final gate in a race and must be passed through for the race to be completed. The Finish Gate appears on the final lap. When the first player passes through the Finish Gate, a countdown [45s] is initiated for all other players in the race. This gate has special VFX to indicate it is the end of the race.</p>
</div>


The "Gates Passed" counter only begins incrementing when players pass the first Middle Gate, and it only increments when players pass through the next correct gate in the race. Failure to pass through the correct gate will void the next gate, preventing the player from being able to progress through the race.  
This stamp also includes the base logic of a racetrack, with a couple of gates acting as start and end points of the race.


Players can respawn at their last checkpoint if they miss a gate or are unable to continue forwards (such as through flipping their vehicle and/or having their vehicle destroyed). Respawning through [R] (keyboard) or (X) (controller) will return them to their previous checkpoint in Ghost Mode. Additionally, players currently alone in a race can restart the race from the In-Match menu by pressing [ESC] and selecting "Restart".  
What remains for the player is to follow the instruction written alongside the stamp and create their own custom racetrack, by duplicating and positioning the race gates logic to match the track they want to build.


In Ghost Mode, a vehicle is set to 50% opacity and ‘Vehicle to Vehicle Collision’ is disabled for it. After [3] seconds, if no vehicle to vehicle collision is detected, Ghost Mode is deactivated. If after [3] seconds the cars are still overlapping, Ghost Mode continues until the the vehicles are no longer colliding. While in Ghost Mode, a vehicle cannot be targeted by lock-on effects or trigger proximity effects. This includes Proximity Mines, dangerous plants, missile gadgets, or projectiles (which pass through the vehicle). During Ghost Mode, a vehicle can still be damaged by collisions with the environment, as well as being able to damage surfaces and effects _e.g., if another player triggers an explosion and the vehicle is in the AoE, it is still damaged).
{{CustomHeader|Title=Rules}}


If all other players leave during a race, the last remaining player wins by default; however, they must still complete the race in order to receive their awards. Players who win by default will not earn the "Finish in 1st Place" rewards, but will earn all other rewards as usual.
<h3>Gameplay</h3>
Wheeled Races are a traditional car race gamemode, based around a checkpoint system. Tracks are made up of checkpoints through which players must pass to progress; missing a gate will halt progression until the player passes through the missed gate.


{{CustomHeader|Title=Types of Wheeled Races}}
Players can respawn at their last checkpoint if they miss a gate or are unable to continue (such as through flipping their vehicle and/or having their vehicle destroyed). Respawning through [R] (keyboard) will return them to their previous checkpoint in Ghost Mode.
There are two primary types of base Wheeled Races: Sprint Races, where players compete in a single lap and the three gate types above (Start, Middle, and Finish) are present; and Circuit Races. Circuit Races have two types of gates:


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While in Ghost Mode, a vehicle’s ‘Vehicle to Vehicle Collision’ is disabled for at least 3 seconds but is kept for longer if the car is still overlapping with other vehicles.
<p>Middle Gate: the same base function as in Sprint Races, wherein players must pass through them in order to progress.</p>


<p>Lap Gate: this gate serves at both Start and Finish Gate, with Finish Gate VFX appearing on the final lap.</p>
<h3>Race Types</h3>
</div>
There are two primary types of Races:
* Point to Point Races: races with no laps, where the start and the end of the race are in different points on the track and determined by two separate gates.
* Lap Races: races with multiple laps, where the start and the end of each lap is determined by one shared gate.


{{CustomHeader|Title=Racing Overview}}
<h3>Starting a Race</h3>
<h3>Starting a Race</h3>
When players have launched from the pre-game lobby to the racing lobby, they are able to select their vehicle for the race amongst those in their inventory. In this menu, they are able to see the stats of their vehicles. When a vehicle is selected, they can rotate and zoom their camera to inspect the vehicle. Once a vehicle is selected, the player can choose to ‘Ready Up’ for the race. From there, the player waits for all other players to Ready Up; during this waiting period, they can Unready and select a new vehicle.
Before the race starts, players are spawned at their respective starting point. Here, each player can choose a vehicle they prefer from the vehicle selection screen. Once all the players have chosen a vehicle and readied up, a 3-second countdown starts, after which the race begins.
 
Once all players have readied up (or the waiting period expires), the camera turns to front-facing and all other selected vehicles become visible. A 3-2-1-GO countdown is initiated; during this time, players can rev their engines. Upon ‘GO’, the race commences.


<h3>Ending a Race</h3>
<h3>Ending a Race</h3>
The first player to pass through the Finish Gate on the final lap wins, initiating a [45s] countdown. This timer appears at the top of the screen, along with the count-up timer. All players who finish within this time place and are given rewards based on placement. Passing through the Finish Gate plays a confetti animation and SFX for players.
The first player to pass through the last gate of the final lap wins, initiating a 45s countdown for the remaining players to finish the race. The first three players to finish the race are immediately moved to the winners’ podium.
 
When a player finishes the race, their car is dissolved into cube VFX . If they place from first to third, their character model is shifted to a podium above the Finish Gate. From here, they can view the ongoing race from above while the Race Position UI overlays their placement and time. When the race countdown concludes, the race is ended for all players; those who do not pass through the Finish Gate receive a DNF (did not finish) and the winners' podium is displayed to all players. In the event that two players have identical finish times, the player who loaded into the map first is awarded first place.
 
After [10s], the rewards screen and scoreboard are shown to all players, showing the final results. Players who did not finish show as DNF; players who quit from the race are not shown at all. After [30s], all players are returned to the lobby.  


A global timer [15 minutes] is started at the beginning of Wheeled Races. At the end of the timer, the race is forced to end to stop server budget being wasted.
When the race countdown concludes, the race is ended for all players; those who do not pass through the last gate receive a DNF (did not finish) and the winners' podium is displayed to all players.


{{CustomHeader|Title=Additional Elements}}
{{CustomHeader|Title=Additional Elements}}
There are several visual and mechanical elements to Wheeled Races that players can utilise to their advantage. Chevrons are holographic arrow displays indicating the lines of the track and where a player should turn. They do not have collision.
There are several visual and mechanical elements to Wheeled Races that players can utilize to their advantage. Chevrons are holographic arrow displays indicating the lines of the track and where a player should turn.


The Racing HUD displays important information to the player throughout the race, including their current time in the race, a checkpoint (Gate) counter, their current place in the race, a lap counter, their boost meter, and any warning displays (such as ‘Missed Gate’, ‘Wrong Way’, and ‘Out of Bounds’). When a lap is completed, the player is shown their lap time. A message is displayed with one player overtakes another.  
The Racing HUD displays essential information to the player throughout the race, including their current time in the race, a checkpoint (Gate) counter, their current place in the race, a lap counter, their boost meter, and any warning displays (such as ‘Missed Gate’, ‘Wrong Way’, and ‘Out of Bounds’). When a lap is completed, the player is shown their lap time. A message is displayed with one player overtakes another.


Players may pick up <b>Boost Blocks</b> in a race. These blocks grant the player [4]% Boost Charge. This is multiplied by the Boost Multiplier based on players' positions in races.
{{CustomHeader|Title=Where to find it}}
Stamps > Public Stamps > Race Template


{{CustomHeader|Title=Making a Wheeled Race Game}}
{{CustomHeader|Title=Instructions}}


<h3>Circuit Race Required Assets</h3>
<h3>Arc settings</h3>
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* Set ARC Type to Game or Game with a Lobby
<p>1 Start Line</p>
* Set Spawn System to Manual
<p>1+ Race gates</p>
* Customize stamp variable default values (optional)
<p>1 Player Initial Spawn Point</p>
* Set Max Players equal to the number of race starting points
<p>1 Vehicle Initial Spawn Point</p>
<p>1 Champions' Podium</p>
</div>


<h3>Sprint Race Required Assets</h3>
<h3>Race Settings</h3>
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* Look for the Race Node (positioned in the “Race Start & End” section of the stamp) and set up the race type as lap race or point to point, and adjust the number of laps
<p>1 Start Line</p>
* Once you have created your track, duplicate the last gate node and the related logic connected to it to follow your track path.
<p>1+ Race Gates</p>
<p>1 Finish Line</p>
<p>1 Player Initial Spawn Point</p>
<p>1 Vehicle Initial Spawn Point</p>
<p>1 Champions' Podium</p>
</div>


{{CustomHeader|Title=Adjusting Wheeled Race Settings}}
There are no specific guidelines on how many gates your track should have, but the more you place them, the more checkpoints the players will have in case they want to reset their vehicles, and the better the position tracking will be.
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<p>Wheeled Race Type (list) - none/Circuit/Point-to-Point. Ideally set to none by default and must be set to either circuit or point-to-point in order to be able to test and publish the gamemode (attempting to publish with wheeled race type set to none will bring up an error message asking the creator to choose either circuit or point-to-point). If it cannot be set to non by default, then there should be a list with 2 options - circuit and point-to-point and circuit should be set to default.</p>
<p>Default Total Lap Count (int) - disabled if set to "point-to-point". default of 3. Cannot be less than 1 and cannot be more than X. The value sets the "total lap count" when a lobby is created, but that value can be changed in the lobby settings.</p>
<p>Player Count Minimum Allowed (int) - default of 1 player. Cannot be set to be less than 1 player. Cannot be larger than "Player Count Maximum Allowed". This sets the lower limit of the range within which players in lobbies can set the number of people they want to play with.</p>
<p>Player Count Maximum Allowed (int) - default of 16 players. Cannot be set to be more than X players. This sets the higher limit of the range within which players in lobbies can set the number of people they want to play with.</p>
</div>


{{CustomHeader|Title=Completion Requirement}}
The Race Node is already connected to the start gate in the template, but if you want to change it simply delete the connection and connect the race node to a new gate.
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* Make sure that every time you duplicate a gate and its logic, the string node passed to the advanced string variable “last crossed gate” matches with the name of the player spawn point at the center of the gate, and that this string is unique on each gate. This is to make sure that when the player wants to reset, the correct spawn point id is passed to the reset system (check Gate Reset & Respawn Section of the stamp for more details)
<p>All ARCs must be playable and completed in order to be published.</p>
* Link each gate to one another through the “Next Race Gates” slot on each race node. If it is a lap race, link the last gate to the start gate.
<p>Before publishing a Wheeled Race gamemode the creator must play through and complete an instance of the gamemode in their map.</p>
* The Race System supports branching paths, so you are able to create multiple ways for your race and connect each gate to more than one gate.
<p>Any changes made to the room reset this requirement' completion.</p>
** You can generate as many paths as you want, but there can only be one start and one end gate which determines the start and end of a race. For a lap race, these two gates coincide.
</div>
** You can't create loops that are not the main loop of a lap race.
** Each branching path should result in having the same number of gates from start to finish of the race no matter what path the player decides to take.

Latest revision as of 14:02, 14 June 2024

Description

The Race Template is a stamp which contains all the logic necessary to build a Race Gamemode with Vehicles. Place it in your arc and adjust its nodes accordingly to transform your track into a fully functional race!

What the Stamp does

This stamp is a collection of logic nodes which integrate the main mechanics of a race, from letting players select their own vehicles and tracking the race progression, to resetting the players to their last crossed gate and showing the race results at the end of the race.

This stamp also includes the base logic of a racetrack, with a couple of gates acting as start and end points of the race.

What remains for the player is to follow the instruction written alongside the stamp and create their own custom racetrack, by duplicating and positioning the race gates logic to match the track they want to build.

Rules

Gameplay

Wheeled Races are a traditional car race gamemode, based around a checkpoint system. Tracks are made up of checkpoints through which players must pass to progress; missing a gate will halt progression until the player passes through the missed gate.

Players can respawn at their last checkpoint if they miss a gate or are unable to continue (such as through flipping their vehicle and/or having their vehicle destroyed). Respawning through [R] (keyboard) will return them to their previous checkpoint in Ghost Mode.

While in Ghost Mode, a vehicle’s ‘Vehicle to Vehicle Collision’ is disabled for at least 3 seconds but is kept for longer if the car is still overlapping with other vehicles.

Race Types

There are two primary types of Races:

  • Point to Point Races: races with no laps, where the start and the end of the race are in different points on the track and determined by two separate gates.
  • Lap Races: races with multiple laps, where the start and the end of each lap is determined by one shared gate.

Starting a Race

Before the race starts, players are spawned at their respective starting point. Here, each player can choose a vehicle they prefer from the vehicle selection screen. Once all the players have chosen a vehicle and readied up, a 3-second countdown starts, after which the race begins.

Ending a Race

The first player to pass through the last gate of the final lap wins, initiating a 45s countdown for the remaining players to finish the race. The first three players to finish the race are immediately moved to the winners’ podium.

When the race countdown concludes, the race is ended for all players; those who do not pass through the last gate receive a DNF (did not finish) and the winners' podium is displayed to all players.

Additional Elements

There are several visual and mechanical elements to Wheeled Races that players can utilize to their advantage. Chevrons are holographic arrow displays indicating the lines of the track and where a player should turn.

The Racing HUD displays essential information to the player throughout the race, including their current time in the race, a checkpoint (Gate) counter, their current place in the race, a lap counter, their boost meter, and any warning displays (such as ‘Missed Gate’, ‘Wrong Way’, and ‘Out of Bounds’). When a lap is completed, the player is shown their lap time. A message is displayed with one player overtakes another.

Where to find it

Stamps > Public Stamps > Race Template

Instructions

Arc settings

  • Set ARC Type to Game or Game with a Lobby
  • Set Spawn System to Manual
  • Customize stamp variable default values (optional)
  • Set Max Players equal to the number of race starting points

Race Settings

  • Look for the Race Node (positioned in the “Race Start & End” section of the stamp) and set up the race type as lap race or point to point, and adjust the number of laps
  • Once you have created your track, duplicate the last gate node and the related logic connected to it to follow your track path.

There are no specific guidelines on how many gates your track should have, but the more you place them, the more checkpoints the players will have in case they want to reset their vehicles, and the better the position tracking will be.

The Race Node is already connected to the start gate in the template, but if you want to change it simply delete the connection and connect the race node to a new gate.

  • Make sure that every time you duplicate a gate and its logic, the string node passed to the advanced string variable “last crossed gate” matches with the name of the player spawn point at the center of the gate, and that this string is unique on each gate. This is to make sure that when the player wants to reset, the correct spawn point id is passed to the reset system (check Gate Reset & Respawn Section of the stamp for more details)
  • Link each gate to one another through the “Next Race Gates” slot on each race node. If it is a lap race, link the last gate to the start gate.
  • The Race System supports branching paths, so you are able to create multiple ways for your race and connect each gate to more than one gate.
    • You can generate as many paths as you want, but there can only be one start and one end gate which determines the start and end of a race. For a lap race, these two gates coincide.
    • You can't create loops that are not the main loop of a lap race.
    • Each branching path should result in having the same number of gates from start to finish of the race no matter what path the player decides to take.