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Description
Description
Just placeable gums in scene.xml, pretty self explanatory. They'll reuse the compound code framework to have a volume_id (int) element. If volume_id is NOT present, it behaves like a normal respawning gum and nothing below applies.
Volumes are rectangular cuboids defined in scene.xml by two opposite vertices in a <volume id="X" pos1="xxx xxx xxx" pos2="xxx xxx xxx"/> element. Several volumes can have the same ID to create more complex shapes.
In item policy, a minimum and maximum number of passes through volumes can be defined. A pass through a volume is defined as a user passing through the rectangular cuboid for the first time that lap. Subsequent passes in the same lap aren't counted.
Gums with a volume_id element will stay despawned, until a user gets close (VERY close, like <1m to the point where they can't correct trajectory anymore, a "target-spawn") in these cases:
- the volume hasn't been passed the minimum number of times yet, and the amount of laps remaining equals the remaining passes to meet the criteria. In this case, all of its associated gums will target-spawn on the user
- the volume has already been passed the maximum number of times, in this case all of the associated gums will target-spawn on the user unconditionally.
The user will be shown a "TARGET PENALTY!!" message on screen in the big centered font.
Additionally, they can not be switched.
The main motivation is penalizing players if they do not take a specific alternate path/take it too much. In other words: both the slow and fast flavours of joker laps. But the system also serves to creates all kind of penalty triggers