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Car racing game - Time attack mode #156778
09/24/07 14:51
09/24/07 14:51
Joined: Nov 2006
Posts: 12
Portugal
J
JoaoR Offline OP
Newbie
JoaoR  Offline OP
Newbie
J

Joined: Nov 2006
Posts: 12
Portugal
I made a search in the forum and in GSTools and i didnt find any info about how to develop a time attack mode for a car racing game.

I would like to know if there is any info about that in AUM magazines or something, ty.

Re: Car racing game - Time attack mode [Re: JoaoR] #156779
09/24/07 16:18
09/24/07 16:18
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Time attack simply means you drive fast as hell to be the fastes guy in town? (race against the clock)

If yes I would take this approach:
Set-up portals in the game.
These portals are invisible models which reach from one end of the street to the other one, so the player has to go through them (he won't notice).
Give thoses portals a negativ push value, and use IGNORE_PUSH in the player's movement instruction.
Now, each time he passes through a portal (event_push of the portal) you count a var one up (or whatever).
At the finish line you have a modified portal, which checks if the player passed through all portals.
If he did, stop the time and reset the portal count (next round)
If he didn't, do nothing as he is trying to cheat


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