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11.10.08 at 1:31AM (GMT)
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1.8 Editing Races.txt (Data/Races.txt)

// Race 1

New Village	// Race title for race list in the menu 
NewVil.TXT 	// Text file name of the track (and similar-named track folder in "data/races"-folder)
NotDoneYet      // Name of interface element
5	        // Number of opponents (-1 = use default)
0		// Number of explicit opponents, See note 1, below
-1		// Opponent nastiness level (-1 = use default)
2,5,12,15	// Powerup exclusions (what powerups are restricted in this race, -1 = no restricted powerups)
0		// Disable time awards (0 = Don't disable, 1 = Disable)
0		// Boundary race (mission)
0		// Race type, See note 2, below
300,200,100	// Timer count in the beginning of the race, for each skill level. (Easy, medium, hard)
4		// # Laps (This line will be replaced by different lines, depending of the race type)
30000,25000,20000	// Race completed bonus (laps)
75000,50000,25000	// Race completed bonus (peds)
20000,15000,10000	// Race completed bonus (opponents)
LOCATION: NE Europe @R LAPS: @L @R CHECKPOINTS: 5 OPPONENTS: @O @R [Write your short description of the track here!]
0					// Expansion (?)
See note 3 below, concerning about the description line.



Note 1: With this you can order some specific opponents to drive in this race. First write the number of the explicit opponents, and then the opponent numbers on separate lines. You can get the opponent numbers from Data/Opponent.txt. The number of explicit opponents must the same or less than number of opponents. If it's the same, the race has only the cars you have ordered. If it's less, the race has the cars ordered by you, plus the remaining number opponents will be chosen randomly. You can't have more explicit opponents than the number of opponents, or the game will crash. The explicit opponents start from network start places, just like in "Bruise Brothers"-mission.

In the following example Red Eagle, Lady Bug and Kutter drive in the race, and two other will be chosen randomly.
5	        // Number of opponents (-1 = use default)
3		// Number of explicit opponents
0	(Red Eagle)
4	(Lady Bug)
7	(Kutter)
Of course, different C2-players have different addon cars downloaded which are installed in different order, so you can't say: "Econobrick's VW Beetle must drive in this race!" Even the original C2 cars can be moved around in some players' computer, or removed from the game. You can assume that they are in original places. But this is the most useful for yourself.


Note 2: This is about completing the race.


0 = Normal race. Complete the race by racing through the checkpoints, kill the peds, or waste opponents.
1 = Cars. Complete the race by wasting all of the opponents, or some of the opponents. Replace the "laps"-line with the following:
2	  // Number of opponents that must be killed (if one, only one line follows this line, etc.)
0	  // Opponent "0" (Red Eagle) must be killed
4	  // Opponent "4" (Lady Bug) must be killed

2 = Peds. Complete the race by killing peds only. Now replace the "laps"-line with the following:
1	// Number of ped groups (-1 means all)
42	// Group number (Data/peds/settings.txt)

3 = Checkpoints. Complete the race by racing. Now you can keep the "laps"-line, and write the desired lap count.
4 = Destroy objects. (For example oil wells, carrier weapons system, roof-top satellite antennae, etc) Replace the "laps"-line with the following:
1	// Smash variable number, seems to be always "1".
11	// Smash variable target, the number of objects-to-be-smashed.
See "Other smashable stuff"-title to learn to define, what smashable objects count as mission targets. (What you have to destroy to complete the race)
5 = Destroy objects & kill peds. (Carrier mission) Again, replace the "laps"-line with following:
1					// Smash variable number
19					// Smash variable target
56					// Ped group index for required extra kills



Note 3: Special switches for the menu's track selection:

@R = Forces a new line in the track's description box. (row) This is like pressing ENTER in notepad.
@L = Uses the number in "Laps"-line. For example, in this textfile, Laps: @L would look like Laps: 4 in the game's menu.
@O = Uses the number in "Opponents"-line. For example, in this textfile, Opponents: @O, would look like Opponents: 5 in the game's menu.

Track menu

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