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Yolo Joe

Karts modules (Need help)

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Hello everyone!

I want to create my own race for the Karts DLC in Arma 3, however I don't understand the new modules that came with the DLC.

Under "Objectives" in the module category there is:

Race - Check Point

Race - Finish

Race - Lineup

I would guess this is all I need to create a race like in the official "Time Trail" challenges...?

I am quite new to mission editing in Arma and I could really need somebody to help me out!

Any help would be greatly appreciated!

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If you lay a module down and double click on it does it give any info in the "more info" button?

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Yes, But it's not for any help! It says "optional" link to a trigger... I have tried it.

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Same, not getting them to work via how instructions say to too. (Trigger Sync with Module) Anybody, Repeat. Tried different options too, no work :(

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do you have to synch the modules to "side" modules (kind of like the sector modules)? i haven't looked at these yet and i should...

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I think this thread needs a bump.

I'm also unsure how to use these modules.

I decided to check the BI challenge and they use triggers like previous time trials. Every Start, CP and Finish with "(BIS_TT_Competitor in thisList)" this inside. I assume this and the other scripts needed are locked away in the encrypted .ebo's.

I've seen one user use the modules slightly DNA, but still not fully.

I fear the modules are possible unfinished as they do say by unknowncommunityauthor?? I'm probably wrong though.

I've also found the relevant functions to these.

http://i.imgur.com/BUkQpDC.jpg

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Well i have this same problem and this is how it at the moment with Karts Modules

In the editor those karts moduels that we got will not work, at least i cant get them working.

BUT if you go and play as zeus then adds the modules out then they will work.

So what you have to do is to make a mission with zeus and the track, players etc already done.

Then when you start the mission, go as Zeus and then place the modules you want and there you go.

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According to DnA's kart mission, there are two steps needed to get the race modules (mostly) working in the editor without having to place them with Zeus. 1) All of the race mission modules you place (either ModuleObjectiveRaceCP_F or ModuleObjectiveRaceFinish_F) have to be assigned to the player's class (civilian shown here) with this RscAttributeOwners (eg.,)

this setVariable [ "RscAttributeOwners", [ CIVILIAN ], true ];

You can place it in every modules INIT or loop through it with "allMissionObjects".

2) The Finish module FSM has to be set to "Updated" after the game starts (eg.)

finishModuleName setVariable [ "updated", true, true ];

You can place that in a trigger of your liking and it should start the race. I was never able to get the lineup module to create the task for the player like when Zeus drops it. I'm sure there are better ways of doing this but this is the only way I could "find" (thanks DnA).

Edited by IconoclastDX
was tired

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any ideas on how to define the order of the checkpoints?

the game seems to ignore checkpoint naming and always assign the nearest checkpoint. that's a problem for twisted city-courses.

also, has anyone meanwhile found out, how the line-up-module works in editor?

*edit* third question: does anyone know, how i could restart the same race, after it's finished?

Edited by twistking

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Hey,

 

I have the same problem as the guys above. I want to set up a race track in the eden editor, but I can't find any good tutorial.

how does the modules work?

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Hey,

 

I have the same problem as the guys above. I want to set up a race track in the eden editor, but I can't find any good tutorial.

how does the modules work?

 

It's sad that we haven't gotten any documentation about how to set up a race for a DLC we payed for.

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