Difference between revisions of "Autocross Editor"
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Note : Live for Speed must be unlocked to use the autocross editor. | Note : Live for Speed must be unlocked to use the autocross editor. | ||
− | The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts, when you turn on the "place objects" button as you can see | + | The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts, when you turn on the "place objects" button as you can see[http://upload.lfsmanual.net/wiki/Image:Autoxwiki.jpg] |
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[[de:Autocross Editor]] | [[de:Autocross Editor]] | ||
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Revision as of 01:58, 10 December 2006
Autocross Editor Instruction Manual
Note : Live for Speed must be unlocked to use the autocross editor.
The autocross editor is accessed by pressing SHIFT+U inside the game. In there you can save, load and edit layouts, when you turn on the "place objects" button as you can see[1]
All the editor keys are listed on that screen. The autocross system works over the internet as well. The host can edit / load a layout while guests are connected.
To make an autocross layout, you place objects and checkpoints and a start point. If you don't place a start point, then it will use the default start grid and will behave like a normal race track. In that case there will be no time penalties but you will need to place checkpoints so that laps are timed.
Placing objects
Select an object type and place an object by pressing O. you can adjust the direction (heading) of the object by using the < and > keys. If you press M with any object selected, it will move that object to the mouse position, and update it with the heading that you have set.
Placing checkpoints
You need one finish line and at least one checkpoint. In effect this defines the circuit, and also gives you split times at those points. Pressing F or 1, 2, 3 gives you a finish line or a checkpoint. You can adjust their direction and width in the same way as you do for objects, by pressing the M key. Checkpoints are invisible when driving - it is up to the person who edits the track to make sure the user drives through them, by using cones or other objects. The W and E keys can be used to set the width of a checkpoint.
NOTE : direction is important with checkpoints. You must drive over a checkpoint in the correct direction or no time will be recorded.
A checkpoint looks like a square bracket, and you must drive FROM the side with the "ends" of the square bracket and over TO the "flat side" of the square bracket.
Restricted areas and route control
In "marshall" mode you can place Marshall areas and Route checkers.
Marshall areas are shown by a red circle. If a car enters one of them in single player, it will receive a 1 minute penalty. In multiplayer mode, the player will be forced to spectate.
Route checkers are shown by a green circle. Each route checker has a route index number which is shown near the top right of the screen when a route checker is selected. Cars must pass through these route checkers in the correct order, or they will receive a penalty or be forced to spectate. The route index is automatically generated in the order the route checkers are created. You can manually edit the route index by clicking on the route index button.
Controls
View control - mouse and keys - listed on screen.
Press V to toggle between high and low view.
Viewing the track - press SPACE to turn on or off all the editor buttons so you can see the track clearly.
Distance measurement : Press D to activate the measuring tool.