Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
You could always give the "Item" class a try. It's an unused object class. I suppose it was originally meant for something related to the kits, but never got completed. I know this because it's one of the few other object classes that's allowed to be addTemplated to a kit directly. The only reason it doesn't work is because this object class is incomplete. Game will CTD about invalid index number or something. But the index command that handweapons have, isn't activated to work on Item objects, so setting their index to something the Kit will accept is impossible currently.
The odd rotation behavior by the Item class seems to indicate that perhaps Dice was planning to use these as ammo pickups or something to that effect. They rotate by default and it definitely looks to rotate in a manner similar to ammo pickups and such in older FPS games like Codename Eagle. But I guess Dice thought it would make the game too arcade like or something and canned it during development. Thus the remnant of this object class remains. Instead we get health/ammo depot objects that replaces what these Item objects probably would have been used for.
For a racing mod like this, the Item class definitely would have been more useful for this purpose as setting up health/ammo depots on a racing track for one time ammo pickups isn't really practical. Usually ammo/health depots give infinite ammo/health. Item objects may have been set up to disappear when a player picks one up. But they either removed that mechanism or never got around to implementing it so Item objects don't disappear when you touch them. Which for now is good since you want it to remain on the map since we're using it for a purpose other then what these were meant for.
Item objects rotate left/right.
They have a default rotation value. But you can alter it using another unused command:
Use negative values to make it rotate in the opposite direction.
I haven't tested these in a situation like this, but as I recall Item objects seem to behave better in multiplayer in terms of having the correct rotation speed and such. I don't know how the collision physics behave with it. Give it a go and see what happens.
Item objects won't rotate on any other axis. So for example if your mesh rotated front/back instead, you'll need to export the mesh sideways, then "rotate" the Item object sideways on your map so that it's rotating how you want. It's still rotating left/right, but because you re-oriented the mesh and the object's rotation in world space, it will rotate in the direction you want.