Guides

Track making

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.

Setting up a track

To create a track, use the track create command. In this guide, /te are used as shortcuts 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 always one block deep into the ground and at least one block above the ground. If you are planning on having boat step-ups with BoatUtils, create regions several blocks into the air.

Small regions may be passed before the server recognizes a player entry, so make them large enough, especially on high-speed straights.

Example: a region selection should be 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>

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

A reset region teleports a player to the last checkpoint or the spawn location during a time trial.

/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]

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

A track can be assigned custom OpenBoatUtils settings. If the driver has the OpenBoatUtils mod, they receive a new mode set by the track. Use /te boatutils [argument].

/te boatutils
/te boatutils add/remove [group/setting]
/te boatutils reset

BoatUtils modifications

Settings include acceleration, air control, step height, gravity, jump force, and more. Groups such as air_stepping, blue_speed, parkour, rally, and step_up can also be added.