kill terrain
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- kovalainen
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from README-battle.txt:
In Bumpz battles, grass is automatically set to be the fatal
terrain which causes a car to get wrecked. If you want to change
that to some other terrain, you need to manually edit the trk
file and change the KillTerrain value. After the change you still
need to reload and save the track to make the hash value correct.
By manually editing the track, you can add KillTerrain to other
types of tracks, too. The line must be after the Include line.
KillTerrain sets "energyloss" property of a terrain to 100000.
You can also manually define a terrain with a non-zero energyloss
to get other kinds of energy loss effects. Note that energyloss and
KillTerrain only have an effect in race tracks with pits if ForceDamage
has been set to 1 or 2. If damage should be on in race tracks without
pits, ForceDamage must be 2.
Indeed, man, that's exactly what I thought when I read the quote by Tijny.Mouse wrote:It is nice to see that it is possible to make terrains cause damage (for leagues preventing short cutting).
One of the suckiest things in TS is that driving too risky means crashing, and when you crash, other players crash into you. This is the main reason because I like playing with ghost (if I crash, I damage only myself).
But hey, why not making tracks without crashing-possibility? That could be fun! Grass-cutting would mean losing "energy" (damaging the car -> like in reality).
Maybe I'll try something like that in my very next tracks
I had some try tonight and I made it (most probably not in the best possible way -> please correct me!).
In the trk file I added:
after the tiles-including. My idea was kinda setting the "energyloss" of Grass terrain to 10, but since terrains are defined in /data/ folder, I tried with "overwriting" terrain settings just by adding those lines to the track code, and it seems working! I'll probably make some track without obstacles and with this "energyloss", so that races will be more fun and without crashes 
But yeah, it's still kinda bad having contacts (car damages a lot for contacts). We'll see
In the trk file I added:
Code: Select all
Terrain Grass
id 1
isWall 0
viscosity 2.0
acceleration 0.5
braking 0.5
grip 0.5
steering 0.5
red 55
green 85
blue 30
energyloss 10
EndBut yeah, it's still kinda bad having contacts (car damages a lot for contacts). We'll see
After some tests of my own, i have figured out how this works:
There is not need to write "KillTerrain ID#" in the trk, it will simply drop damage to 0.
All i did was write "energyloss 10" in the terrain file (in the terrain i wanted)(same as you have done, Dede).
I was able to sit on that terrain for a few seconds while it slowly dropped to 90%.
Basically, you will set the terrain energylosss as you would maxcarhiteffect or maxwallhiteffect. Something around 1000 sounds right.
I cannot wait to see this added to some cups / leagues! It can ensure fairplay without hurting gameplay so much.
There is not need to write "KillTerrain ID#" in the trk, it will simply drop damage to 0.
All i did was write "energyloss 10" in the terrain file (in the terrain i wanted)(same as you have done, Dede).
I was able to sit on that terrain for a few seconds while it slowly dropped to 90%.
Basically, you will set the terrain energylosss as you would maxcarhiteffect or maxwallhiteffect. Something around 1000 sounds right.
I cannot wait to see this added to some cups / leagues! It can ensure fairplay without hurting gameplay so much.

Ahahahah, I also did some experimentations inspired from this topic last night and they are exactly same as yoursdede wrote:I had some try tonight and I made it (most probably not in the best possible way -> please correct me!).
In the trk file I added:
I did a short track with damage-terrain but it needs some adjustments to find the balance between damage and no obstacles. Kinda nice for antislider and slower cars but with sliders in a tight track with sliding and pushing...
As Mouse said, just set the "maxcarhiteffect" to 0 or lower value, so then the contacts aren't so much a problem but the terrain still works (maybe).dede wrote:But yeah, it's still kinda bad having contacts (car damages a lot for contacts). We'll see
The most challenging thing with modifying TS and tiles is understanding the documentation since it's not very clear and there are no examples. Otherwise it's just adding parameters like "energyloss" with some values
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
sliderpoint
Eheh, yes, my bad..Hengari wrote:As Mouse said, just set the "maxcarhiteffect" to 0 or lower value, so then the contacts aren't so much a problem but the terrain still works (maybe).
But yeah, cutting some corners with slider, for example, will make you loose about 3% and make u gain about 3 seconds.. so, yes, you just can't remove all obstacles. A better idea would be adding different damage-terrains (e.g: grass -> very low damaging / put it near the tarmac in curves; sand -> medium damaging; etc.. SEE THE IMAGE)

green = low damaging
yellow = medium damaging
red = high damaging
(p.s. I'm so great painting!)
In this way you can punish who cuts too much with a higher energyloss level.
Hmm, I don't think it works like that: if you modify the terrain file in your /data/ folder, you will have it working for you, but it will create problems with other players (because they will have the normal setting). So you kinda have to implement the terrain file-mod in the track directly, just like I did. In that way it should work for everyone. Just re-define the terrain in the trk file, with the settings you like.Mouse wrote:All i did was write "energyloss 10" in the terrain file (in the terrain i wanted)(same as you have done, Dede).
make some example from my night mod, to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track filesdede wrote: Hmm, I don't think it works like that: if you modify the terrain file in your /data/ folder, you will have it working for you, but it will create problems with other players (because they will have the normal setting). So you kinda have to implement the terrain file-mod in the track directly, just like I did. In that way it should work for everyone. Just re-define the terrain in the trk file, with the settings you like.
PS: like most of other games who use MOD, who have mod can play easly and viceversa...
Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
I understand that it would be usefull to have the big 1-3MB "mod -tiles" in the data folder and just transfer the track files for the track which uses those mod -tiles. That just isn't working because most players don't download tracks from trackmakers sites and this way get those files. Most players just join servers and want to play.
What Dede wrote, that you do the new damage terrain just like defining a pit terrain for the track in the yourc00ltrack.trk -file. You can override the default terrain definitions in your track -file.
PS. Jazzyclub: You can have multiple include -lines in your track -file and use the default tiles2.til and add just those tile-definitions that you have overriden to the track file. I just don't understand why you have that mytiles.til always on your tracks. Just one more useless file to download.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint
sliderpoint
Eheh, I expected this reply by hengari, and that's exactly what I thought when I read Jazzy's post. Yes, players don't like downloading tracks and mods outside the game. And it's so boring waiting for transfers when big tracks come (I'd ban from racing server every track made with non-default tiles -> no way to download them in less than 30 seconds). Big tracks and mods can be played in organized tournaments (though probably I've never seen any like that).Hengari wrote:Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
only if you edit the .ter file, but if you make a new bounce of tiles-terrains that make a lot of files-bytes, putting the files in data folder is the best choice...an example is if you like to make tracks with my night mod...Hengari wrote:Awww, that's very bad idea. If a player doesn't have the "mod" then he can't play at all because if the tiles/needed files are on the data -folder, the game doesn't download them.Jazzyclub wrote:...to make what you wanna do, you need create a new set of files and putting them in DATA folder..in this way who have downloaded the mod, not need to download all the files but only the track files
I understand that it would be usefull to have the big 1-3MB "mod -tiles" in the data folder and just transfer the track files for the track which uses those mod -tiles. That just isn't working because most players don't download tracks from trackmakers sites and this way get those files. Most players just join servers and want to play.
What Dede wrote, that you do the new damage terrain just like defining a pit terrain for the track in the yourc00ltrack.trk -file. You can override the default terrain definitions in your track -file.
PS. Jazzyclub: You can have multiple include -lines in your track -file and use the default tiles2.til and add just those tile-definitions that you have overriden to the track file. I just don't understand why you have that mytiles.til always on your tracks. Just one more useless file to download.
I've experimented a bit with jump terrain before, on the rally tracks, just to come up with an alternative to crashing when a bit off road. I thought this could be used in combination with damage to make some interesting effect...dede wrote:Indeed, man, that's exactly what I thought when I read the quote by Tijny.Mouse wrote:It is nice to see that it is possible to make terrains cause damage (for leagues preventing short cutting).
One of the suckiest things in TS is that driving too risky means crashing, and when you crash, other players crash into you. This is the main reason because I like playing with ghost (if I crash, I damage only myself).
But hey, why not making tracks without crashing-possibility? That could be fun! Grass-cutting would mean losing "energy" (damaging the car -> like in reality).
Maybe I'll try something like that in my very next tracks
...like bumpy curbs. If you cut the corner too tight across the curbs you might lose control and cause some damage to the tires/suspention.

I've added some bumpy curbs to fasteddies fuel-modded version of banaring, as a test:

EDIT: I've also added forestry and sandslid in the pack: http://hem.spray.se/dby/ts/bumpy.zip
Try it out and let me know what you think. I'm not sure if the values are good, or if something could be improved:
Terrain EdgeBumps
id 80
isWall 0
viscosity 0.8
acceleration 0.8
braking 0.8
grip 1.0
steering 1.2
skidMark 1
tyreMark 0
jump 0.01
energyloss 15
End
Last edited by dby on Thu May 17, 2007 11:22 pm, edited 1 time in total.
-
Punatiainen
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I think he means damage is not effected by how fast you drive over the enrgyloss terrain.Punatiainen wrote:If ForceDamage has been set to 1 or 2, then it does affect to car speed (depending on MaxSlowdown and SlowdownStartLimit -settings).dby wrote: I found a drawback... energyloss doesn't seem to be linked to car speed at all

Yes Mouse you're right. I meant that Energyloss acts more like, say lava/fire... you'd want to get out of that really quick.
But an area of sharp rock is totally different. If you drive into it fast you'll be in trouble, but if you go through it slow and careful your car might get through unharmed.
So some parameter where I can set a damage * speed modifier would be really useful. Maybe also some limit, below speed X = no damage.
Hey Ande? The summer is best spent in a dark room in front of the computer, right?
But an area of sharp rock is totally different. If you drive into it fast you'll be in trouble, but if you go through it slow and careful your car might get through unharmed.
So some parameter where I can set a damage * speed modifier would be really useful. Maybe also some limit, below speed X = no damage.
Hey Ande? The summer is best spent in a dark room in front of the computer, right?


