Here is a little document on how to create your own Trail
Blazing Levels.
This one is the first Apartments Level and the race portion has been changed from it's original
location to the back of your airport hanger. It will go from there to Donnie's garage.
There are only 6 checkpoints and there is plenty of time to reach your destination.
In order to create proper races you will need to know a couple of things. There are
several things in the CTS file that need to be edited if you are going to design a proper
path for your mission. There is gas trail location, barrel location, vehicle location and ped location.
Ped location can be broken up into two sub sections, those that are moving (walking)
and those that are stationary (sitting). The vehicle placement refers to parked vehicles, not
those that are driving. The barrels are stationary at all times.
If you wish to design your race in the same manner that Volition did then you will need to
take all of these things into account, but if just want to design a bare bones race then all you
need are the checkpoint coordinates.
The files are included for study.
The original level one trail blazing has 16 checkpoints, ours only has 6 so first we needed to
remove the unused checkpoints from our cts file.
Here is the CTS Navpoints Entries For Our Race:
Local and remote are the player and Coop Player starting positions
and race01 - race06 are the checkpoint positions.
Note: These races do not require the ending checkpoint to be defined
in the cts file or the xtbl.
The way the Navpoints are named is important in this case as it tells us and the
game which race the checkpoint refers to.
Once we leave the Navpoints Section we go to the path section. This info is not
important to us at the moment, so we can move on.
Next we go into the vehicle section. This, along with the coordinates that are set
in the Navpoints section tell the game where to park the vehicle and what type of
vehicle it is.
The humans section handles human spawns the same way as the vehicle section handles cars.
Moving On To The xtbl:
This is the modded code for level 1. I have not adjusted any vehicle, ped, barrel
or gas trail positions in it.
The race time has been adjusted as well as the fact that the checkpoints add to your
time as you drive through them and of course I had to delete any checkpoint info that was
over the number of them that I needed.
Blazing Levels.
This one is the first Apartments Level and the race portion has been changed from it's original
location to the back of your airport hanger. It will go from there to Donnie's garage.
There are only 6 checkpoints and there is plenty of time to reach your destination.
In order to create proper races you will need to know a couple of things. There are
several things in the CTS file that need to be edited if you are going to design a proper
path for your mission. There is gas trail location, barrel location, vehicle location and ped location.
Ped location can be broken up into two sub sections, those that are moving (walking)
and those that are stationary (sitting). The vehicle placement refers to parked vehicles, not
those that are driving. The barrels are stationary at all times.
If you wish to design your race in the same manner that Volition did then you will need to
take all of these things into account, but if just want to design a bare bones race then all you
need are the checkpoint coordinates.
The files are included for study.
The original level one trail blazing has 16 checkpoints, ours only has 6 so first we needed to
remove the unused checkpoints from our cts file.
Here is the CTS Navpoints Entries For Our Race:
Code:
// -------
#Navpoints
// -------
$Navpoint: "torch_ap_L1_start_local"
$Type: "ground"
$Pos: <1050.274048 -5.014250 1974.588501>
$Orient: [1.581204]
$Navpoint: "torch_ap_L1_start_remote"
$Type: "ground"
$Pos: <1050.274048 -5.014250 1974.588501>
$Orient: [1.581996]
$Navpoint: "torch_ap_L1_race01"
$Type: "ground"
$Pos: <1082.832886 -4.918164 2182.534424>
$Orient: [I]
$Navpoint: "torch_ap_L1_race02"
$Type: "ground"
$Pos: <737.068237 -5.173106 2009.488403>
$Orient: [I]
$Navpoint: "torch_ap_L1_race03"
$Type: "ground"
$Pos: <305.145294 -4.695237 1818.806274>
$Orient: [I]
$Navpoint: "torch_ap_L1_race04"
$Type: "ground"
$Pos: <535.863770 -3.848997 1495.890747>
$Orient: [I]
$Navpoint: "torch_ap_L1_race05"
$Type: "ground"
$Pos: <314.341187 -3.940463 1030.762695>
$Orient: [I]
$Navpoint: "torch_ap_L1_race06"
$Type: "ground"
$Pos: <281.935425 -4.038150 325.552795>
$Orient: [I]
Local and remote are the player and Coop Player starting positions
and race01 - race06 are the checkpoint positions.
Note: These races do not require the ending checkpoint to be defined
in the cts file or the xtbl.
The way the Navpoints are named is important in this case as it tells us and the
game which race the checkpoint refers to.
Once we leave the Navpoints Section we go to the path section. This info is not
important to us at the moment, so we can move on.
Next we go into the vehicle section. This, along with the coordinates that are set
in the Navpoints section tell the game where to park the vehicle and what type of
vehicle it is.
The humans section handles human spawns the same way as the vehicle section handles cars.
Moving On To The xtbl:
Code:
<Activity>
<Name>torch_ap</Name>
<Levels>
<Level>
<Props_Award>5000</Props_Award>
<Cash_Award>100</Cash_Award>
<Index>1</Index>
<Police_Notoriety>2</Police_Notoriety>
<Gang_Notoriety>0</Gang_Notoriety>
<Event_Data>
<Local_Start>torch_ap_L1_start_local</Local_Start>
<Time>200</Time>
<Event_Name>Race</Event_Name>
<Race_Data>
<Race_Navpoints>
<Race_Navpoint>
<Index>0</Index>
<Navpoint>torch_ap_L1_race01</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>1</Index>
<Navpoint>torch_ap_L1_race02</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>2</Index>
<Navpoint>torch_ap_L1_race03</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>3</Index>
<Navpoint>torch_ap_L1_race04</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>4</Index>
<Navpoint>torch_ap_L1_race05</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>5</Index>
<Navpoint>torch_ap_L1_race06</Navpoint>
<Gives_Time>True</Gives_Time>
</Race_Navpoint>
</Race_Navpoints>
<Human_Time_Bonus>60</Human_Time_Bonus>
<Vehicle_Time_Bonus>90</Vehicle_Time_Bonus>
<Checkpoint_Time>45</Checkpoint_Time>
<Script_Groups>
<Script_Group>
<Group_Name>torch_ap_L1_cars000</Group_Name>
<Unload_At>torch_ap_L1_race03</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds000</Group_Name>
<Unload_At>torch_ap_L1_race03</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_cars001</Group_Name>
<Load_At>torch_ap_L1_race02</Load_At>
<Unload_At>torch_ap_L1_race05</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_cars002</Group_Name>
<Load_At>torch_ap_L1_race03</Load_At>
<Unload_At>torch_ap_L1_race06</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds001</Group_Name>
<Load_At>torch_ap_L1_race04</Load_At>
<Unload_At>torch_ap_L1_race07</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds004</Group_Name>
<Load_At>torch_ap_L1_race05</Load_At>
<Unload_At>torch_ap_L1_race09</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds003</Group_Name>
<Load_At>torch_ap_L1_race06</Load_At>
<Unload_At>torch_ap_L1_race12</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds005</Group_Name>
<Load_At>torch_ap_L1_race09</Load_At>
<Unload_At>torch_ap_L1_race14</Unload_At>
</Script_Group>
<Script_Group>
<Group_Name>torch_ap_L1_peds002</Group_Name>
<Load_At>torch_ap_L1_race14</Load_At>
</Script_Group>
</Script_Groups>
<NPC_Scripts>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter050</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter051</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter052</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter053</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter054</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter055</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter056</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter057</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter058</NPC>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter059</NPC>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter068</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter069</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter070</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter071</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter072</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_sitter073</NPC>
<Action_Type>Sitting</Action_Type>
<Walk_Ambiently>False</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_walker074</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_$L1_ped_walker075</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker076</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker077</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker078</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker079</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker080</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker081</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker082</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker083</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker084</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker085</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker086</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker087</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker088</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker089</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker090</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
<NPC_Script>
<NPC>torch_ap_L1_ped_walker091</NPC>
<Walk_Ambiently>True</Walk_Ambiently>
</NPC_Script>
</NPC_Scripts>
</Race_Data>
</Event_Data>
<Pedestrian_Density>1.0</Pedestrian_Density>
<Barrels>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel01</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel02</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel03</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel04</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel05</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel06</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel07</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel08</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel09</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel10</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel11</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel12</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel13</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel14</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel15</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel16</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel17</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel18</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel19</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel20</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel21</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_barrel22</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_park_barrel01</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_park_barrel02</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_L1_p_lot_barrel01</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel025</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel026</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel027</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel028</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel029</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel030</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel031</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel032</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel033</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel034</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel035</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel036</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel037</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel038</Barrel_Navpoint>
</Barrel>
<Barrel>
<Barrel_Navpoint>torch_ap_$L1_barrel039</Barrel_Navpoint>
</Barrel>
</Barrels>
<Gas_Trails>
<Gas_Trail>
<Path>torch_ap_L1_gas01</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas02</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas03</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas04</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas05</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas06</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas07</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas08</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas09</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas10</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas11</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas12</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas13</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas14</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_gas15</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_path03</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_p_lot_gas01</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_p_lot_gas02</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_park_gas01</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_L1_park_gas02</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_$L1_path030</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_$L1_path031</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_$L1_path032</Path>
</Gas_Trail>
<Gas_Trail>
<Path>torch_ap_$L1_path033</Path>
</Gas_Trail>
</Gas_Trails>
<Score_Goal>1000</Score_Goal>
<Weather>Clear Skies</Weather>
</Level>
This is the modded code for level 1. I have not adjusted any vehicle, ped, barrel
or gas trail positions in it.
The race time has been adjusted as well as the fact that the checkpoints add to your
time as you drive through them and of course I had to delete any checkpoint info that was
over the number of them that I needed.
Attachments
Last edited: