There are a few ways that you can cheat at Trail Blazing. The most obvious is
to use the super explosions cheat. You can do that and it does work but... I'll bet
that your game has frozen more than once and you've had to reboot.
This happens because your game gets so busy that it can't keep up with everything
going on under the hood. Like too much action on the screen at once eating up your
processor power or memory.
Why not turn on the raining pedestrians cheat instead? Every time one hits the ground
it adds seconds to your time and by the time you hit the checkpoint you have a
healthy sum built up, without the possible crashes that come from the explosions
cheat.
It's really just a different way of doing the same thing.
You can approach modding an xtbl the same way. Figure out what the better solution is
and go with that. For instance let's say that you want to beat the Fight Club activity
without the possibility of losing. It would make more sense to spawn a pimp slap and
knock the sand out of your opponents then to use the milk bones cheat and possibly
wind up getting your backside handed to you. Or how about racing. It would make more
sense to use the evil cars cheat and escape the pile up than to use the low gravity cheat
and have your car slip sliding all over the road. While both methods will work one is
definitely superior.
Well the same is true when you are looking to cheat by editing the activity files.
Let's look at the Apartments District Trail Blazing Activity Level 1
(Note; This code has been modded for testing purposes. The vanilla code will
have different values in certain places.)
Ok have a look at the notoriety lines:
<Police_Notoriety>2</Police_Notoriety>
<Gang_Notoriety>0</Gang_Notoriety>
If you are looking to rack up points in the activity your first thought might be
to turn up the Police and Gang Notoriety to 5. However, this leads to potential problems.
First off at level 5 Police Notoriety they have the Tornados out shooting at you.
Their missiles can and will blow up some of your targets before you get to them
and between the Police And The Gang Vehicles you can have so much fire and smoke
on your screen that you can't see where you are going. Also when you have to drive
through a tight spot you might get exploded vehicles in your way or on top of your
quad bike. This will slow you down and eat up your time. As well as the fact that
all the action on screen could potentially lead to a crash.
Ok, now let's look at the time:
<Time>200</Time>
This is a better way to cheat. The time is in second long increments so 200
equals 3 min 20 seconds. 300 would be 5 minutes etc. Setting this number
higher gives you more time to get through the race which is a good thing
since Trail Blazing is about precision not speed.
Removing Navpoints to shorten the race is not a good idea because of the way that the
xtbl and cts files are structured. It is too easy to muck something up and certain
activities will not start if certain information, like navpoints, are not correct.
There is no point in messing with the NPCs, vehicles, barrels or gas trails as they are
there to help you and removing them would only penalize your chances. I haven't tried to
add or remove any of them but it might be that the amount could be adjusted if you wanted
to increase the level difficulty in that manner.
<Human_Time_Bonus>60</Human_Time_Bonus>
<Vehicle_Time_Bonus>90</Vehicle_Time_Bonus>
<Checkpoint_Time>45</Checkpoint_Time>
<Script_Groups>
Adjusting the Human/Vehicle time bonus will show a bigger number on the screen but will not
change the time bonuses in the code.
Checkpoint Time
This is a good number to change. Along with the <Gives_Time>False</Gives_Time>
line.
If you change the time in the <Checkpoint_Time>45</Checkpoint_Time> line and change the
<Gives_Time>False</Gives_Time> to true then you will get a time bonus for every checkpoint you drive
through. Remember that the activity counts in seconds not minutes.
(Note: You have to change these values in all levels of the activity.)
As you can see there are plenty of ways to cheat in Trail Blazing from cheat codes to playing
with the activity code. How you do it is up to you.
Enjoy
to use the super explosions cheat. You can do that and it does work but... I'll bet
that your game has frozen more than once and you've had to reboot.
This happens because your game gets so busy that it can't keep up with everything
going on under the hood. Like too much action on the screen at once eating up your
processor power or memory.
Why not turn on the raining pedestrians cheat instead? Every time one hits the ground
it adds seconds to your time and by the time you hit the checkpoint you have a
healthy sum built up, without the possible crashes that come from the explosions
cheat.
It's really just a different way of doing the same thing.
You can approach modding an xtbl the same way. Figure out what the better solution is
and go with that. For instance let's say that you want to beat the Fight Club activity
without the possibility of losing. It would make more sense to spawn a pimp slap and
knock the sand out of your opponents then to use the milk bones cheat and possibly
wind up getting your backside handed to you. Or how about racing. It would make more
sense to use the evil cars cheat and escape the pile up than to use the low gravity cheat
and have your car slip sliding all over the road. While both methods will work one is
definitely superior.
Well the same is true when you are looking to cheat by editing the activity files.
Let's look at the Apartments District Trail Blazing Activity Level 1
(Note; This code has been modded for testing purposes. The vanilla code will
have different values in certain places.)
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>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>1</Index>
<Navpoint>torch_ap_L1_race02</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>2</Index>
<Navpoint>torch_ap_L1_race03</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>3</Index>
<Navpoint>torch_ap_L1_race04</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>4</Index>
<Navpoint>torch_ap_L1_race05</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>5</Index>
<Navpoint>torch_ap_L1_race06</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>6</Index>
<Navpoint>torch_ap_L1_race07</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>7</Index>
<Navpoint>torch_ap_L1_race09</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>8</Index>
<Navpoint>torch_ap_L1_race11</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>9</Index>
<Navpoint>torch_ap_L1_race12</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>10</Index>
<Navpoint>torch_ap_L1_race13</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>11</Index>
<Navpoint>torch_ap_L1_race14</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>12</Index>
<Navpoint>torch_ap_L1_race15</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>13</Index>
<Navpoint>torch_ap_L1_race16</Navpoint>
<Gives_Time>False</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>
Ok have a look at the notoriety lines:
<Police_Notoriety>2</Police_Notoriety>
<Gang_Notoriety>0</Gang_Notoriety>
If you are looking to rack up points in the activity your first thought might be
to turn up the Police and Gang Notoriety to 5. However, this leads to potential problems.
First off at level 5 Police Notoriety they have the Tornados out shooting at you.
Their missiles can and will blow up some of your targets before you get to them
and between the Police And The Gang Vehicles you can have so much fire and smoke
on your screen that you can't see where you are going. Also when you have to drive
through a tight spot you might get exploded vehicles in your way or on top of your
quad bike. This will slow you down and eat up your time. As well as the fact that
all the action on screen could potentially lead to a crash.
Ok, now let's look at the time:
<Time>200</Time>
This is a better way to cheat. The time is in second long increments so 200
equals 3 min 20 seconds. 300 would be 5 minutes etc. Setting this number
higher gives you more time to get through the race which is a good thing
since Trail Blazing is about precision not speed.
Code:
<Event_Name>Race</Event_Name>
<Race_Data>
<Race_Navpoints>
<Race_Navpoint>
<Index>0</Index>
<Navpoint>torch_ap_L1_race01</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>1</Index>
<Navpoint>torch_ap_L1_race02</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
<Race_Navpoint>
<Index>2</Index>
<Navpoint>torch_ap_L1_race03</Navpoint>
<Gives_Time>False</Gives_Time>
</Race_Navpoint>
Removing Navpoints to shorten the race is not a good idea because of the way that the
xtbl and cts files are structured. It is too easy to muck something up and certain
activities will not start if certain information, like navpoints, are not correct.
There is no point in messing with the NPCs, vehicles, barrels or gas trails as they are
there to help you and removing them would only penalize your chances. I haven't tried to
add or remove any of them but it might be that the amount could be adjusted if you wanted
to increase the level difficulty in that manner.
<Human_Time_Bonus>60</Human_Time_Bonus>
<Vehicle_Time_Bonus>90</Vehicle_Time_Bonus>
<Checkpoint_Time>45</Checkpoint_Time>
<Script_Groups>
Adjusting the Human/Vehicle time bonus will show a bigger number on the screen but will not
change the time bonuses in the code.
Checkpoint Time
This is a good number to change. Along with the <Gives_Time>False</Gives_Time>
line.
If you change the time in the <Checkpoint_Time>45</Checkpoint_Time> line and change the
<Gives_Time>False</Gives_Time> to true then you will get a time bonus for every checkpoint you drive
through. Remember that the activity counts in seconds not minutes.
(Note: You have to change these values in all levels of the activity.)
As you can see there are plenty of ways to cheat in Trail Blazing from cheat codes to playing
with the activity code. How you do it is up to you.
Enjoy
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