Guide

Track making

This guide is outdated, the latest version can be seen on the official wiki here.

Preparation

Before doing any of the track setup, run /server build and then /p auto.

Once you are done building, you can start setting up your track.

Downloading a schematic from the server

Select the region you want to download.

Run //copy.

Run //download.

Uploading a schematic

Go to https://athion.net/fawe/index.php and upload the .schem file.

Paste the command it gives you in Minecraft.

Run //paste.

Setting up a track

To create a track, use the track create command. In this guide, /te is used as a shortcut for /trackedit.

/te create <track_name>

When you run this command, your current position and rotation become the track spawn, and the item you are holding becomes the TT menu item. If you are not holding an item, a default one is given.

To edit a track later, select it with /te select <track_name>. To check the currently selected track, use /te.

Creating regions

After creating a track, start adding regions. Tracks in TimingSystem are built from different region types, and mistakes can lead to a poor driving experience. A usable track needs at least one start region and one checkpoint.

Making a selection

Use WorldEdit selections to define regions. Run //wand and select a cuboid region with left/right clicks. Poly selections are also supported.

Make sure your selection is at least one block deep into the ground and at least one block above the ground. If you are planning on having boat step-ups with OpenBoatUtils, create regions several blocks into the air. Small regions may be passed before the server recognizes a player entry, so make a region selection wide enough to safely register entry and exit.

Regions

Regions use an optional <index> argument, allowing multiple regions of the same type. Add a - before the index to remove a region (for example, -2 or -all).

Use /te view <track_name> to enable particles and visualize regions. Use /te regions to list them, and click the region name to teleport to its saved spawn.

Start Region

A start region defines where a player's timer should start. If no end region is defined, it also ends the player's time.

/te region start <index>

Checkpoint Region

Players must pass all checkpoints before finishing. Checkpoints prevent skipping parts of the track and are used to calculate race time deltas.

/te region checkpoint <index>
If the track is a race track, make the checkpoint white on the ground and facing in the direction of travel, to avoid weird respawns.

End Region

An end region finishes a player's time.

/te region end <index>
If the track is a circuit, do NOT set an end region.

Pit Region

/te region pit <index>

Inpit Region

/te region inpit <index>

Reset Region

/te region reset <index>

Track locations

Track locations take the current position and rotation. They are visualized with particles when /te view is active.

Use /te locations to list all locations and teleport to them.

Track Spawn

/te spawn

Leaderboard

/te location leaderboard <index>

Grid

/te location grid <index>

Qualification Grid

/te location qualygrid <index>

Track settings

Track Name

/te name <newName>

Track Owner

/te owner <player>
Since there isn't a way to make more people set up the track at the same time, giving a player temporary owner access is a solution.

Track Contributors

/te contributors <player> <player> <player>

Track Open/Close

Open tracks allow anyone to use them; closed tracks are limited to admins.

/te open
/te close

Time Trial

/te timetrial enable|disable

Default value: enable.

OpenBoatUtils

OpenBoatUtils is a mod that allows for customizing the boat physics. (Requires OpenBoatUtils mod)

A track can be assigned custom OpenBoatUtils settings. These can be standalone settings or groups, where a group is a collection of settings.

You can assign custom OpenBoatUtils settings/groups to a track using the following commands:

/te boatutils add setting|group <name>

To remove a setting|group from a track, use the following command:

/te boatutils remove <index>

The index can be found using the /t boatutils <track_name> command. (This can also be run on the main server.)

And to reset the settings:

/te boatutils reset

Groups

Pre-made groups of settings that can be added to a track in one go.

Group Setting Value
air_stepping fall_damage false
air_control true
block_slipperiness air: 0.98
step_height 1.25
water_elevation true
air_stepping true
blue_speed default_slipperiness 0.989
blue_speed_air air_control true
block_slipperiness air: 0.989
parkour fall_damage false
air_control true
default_slipperiness 0.98
jump_force 0.36
step_height 0.5
rally fall_damage false
air_control true
default_slipperiness 0.98
step_height 1.25
step_up fall_damage false
air_control true
block_slipperiness air: 0.98
step_height 1.25
water_elevation true

Settings

Individual settings that can be added to a track one at a time.

Setting Description Value type
acceleration_stacking Lets turn-based forward acceleration stack with forward/backward acceleration. toggle
air_control Boat moves in the air as if it were on the ground, using the slipperiness of minecraft:air. toggle
air_stepping Allows the boat to step up when hitting a block's side while not touching the ground. toggle
backward_acceleration Boat's acceleration when moving backward (vanilla 0.005). number
block_setting Sets a per-block setting for specific blocks, such as per-block jump force. per-block setting
block_slipperiness Sets the slipperiness value for one or more specific blocks. block, number
brake_slipperiness Scales the boat's velocity when pressing back instead of accelerating backward. number
collision_resolution Collision resolution level (150) to avoid wrong corner collisions at high speed. number
collisionmode How the boat collides with other entities: vanilla, no boats or players, no entities, etc. type of collision (listed on auto-complete)
coyotetime Ticks where actions are still allowed after leaving the ground. number
default_slipperiness Slipperiness for blocks without a specific value (vanilla 0.6). number
fall_damage Whether boats take fall damage and break after big falls. toggle
fix_double_water_elevation Enables the fix for the double water elevation behaviour. toggle
forward_acceleration Boat's acceleration when moving forward (vanilla 0.04). number
gravity Strength of gravity applied to the boat (vanilla -0.04). number
honey_compatibility Reverts honey behaviour on 1.21.3+ to 1.21.1, slowing the slide. toggle
jump_force Force applied when the boat jumps (0 = no jumping). number
jumps Number of jumps available: 1 = single jump, 2 = double jump, etc. number|infinite
lateral_slipperiness Extra grip opposing the current slip; 0 keeps the boat heading straight. number
max_speed Threshold above which max speed resistance kicks in (negative disables it). number
max_speed_resistance Scales velocity above max speed; 1 makes going faster than max speed impossible. number
multi_stepping Allows multiple step-ups per tick instead of vanilla's single step. toggle
scale Scale of the boat. number
step_height How high the boat can step up blocks without jumping (vanilla 0). number
step_up_slipperiness Multiplies the boat's velocity whenever it steps up a block. number
surface_water_control Boat control while on the surface of water. toggle
swim_force Force applied when moving in water. number
turning_forward_acceleration Forward acceleration when turning without pressing forward or backward (vanilla 0.005). number
underwater_control Boat control while fully underwater. toggle
walltap_multiplier Velocity multiplier when hitting a wall; 1 bounces back 100% of your velocity. number
water_elevation Boat rises in water streams until it reaches the top. toggle
water_jumping Allows jumping while in water. toggle
yaw_acceleration Boat's angular (turning) acceleration (vanilla 1.0). number