Racing engine script?

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The Zombie Killer
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Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: Racing engine script?

Post by The Zombie Killer »

BOOM! Got a working example. Passes through actors too.
It's done by abusing CustomInventory and A_RailAttack.

Type "give raycaster" in the console to perform a raycast, how you retrieve the raycast values in ACS is up to you, I have no idea right now.

Well, I'm off to bed
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Nash
 
 
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Re: Racing engine script?

Post by Nash »

The sun glare rendering and occlusion in my weather engine is done by firing a hitscan "casting" a "ray" from the player to a sky surface. Hit sky surface = draw sun, otherwise = occlude sun. :D Actors, flats and lines can properly occlude the sun glare this way.

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Vader
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Re: Racing engine script?

Post by Vader »

I didn't check the whole thread, so sorry if it has been mentioned before, but there has been an atempt at creating a DoomKart mod before. IIRC it has been started by Solarsnowfall (no idea if he's still active around here) and I surely remember that I created a Zombieman-kart for that mod. Don't know if this is of any help, but it might be worth searching for that thread!

Edit: Oh and I'm pretty sure it was a different thing than Zoom by Nanami etc.
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scalliano
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Re: Racing engine script?

Post by scalliano »

Probably not strictly necessary at this point, but:

Item box?
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Gez
 
 
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Re: Racing engine script?

Post by Gez »

inB4raveskull

Image

inFterraveskull
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Nash
 
 
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Re: Racing engine script?

Post by Nash »

unce unce unce unce~
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le_L
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Re: Racing engine script?

Post by le_L »

I've made one attempt at an F-Zero TC, but the scripting became too much of a nightmare to work with. It's been sitting in my HDD for a little while. Tinker with it any way you like if you're going to.

hours-late edit: To test it, it's "map anticlimax" in the console.
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