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.
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>
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>
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 (1–50) 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 |