QwertyChouskie {l Wrote}:SvenAndreasBelting {l Wrote}:But that problem has to be fixed anyways in order to inlude this track into the game. Some sort of manual respawn point system is needed for 2.0
Look at how the tutorial track handles it, I think it has something to do with the drivequads but not sure off the top of my head.
The tutorial track actually uses battles start positions as respawn points, but that doesn't work for tracks.
In normal tracks they will be used as start positions and even if it would work it wouldn't be a great system.
My idea is the following: having a new object type called "reset point" you can configure a radius on this object and whenever a kart is rescued within that radius it will be reset to the position to the object instead to the driveline.
That would a very flexible system and don't cause any issues with existing tracks.
This system could also be bit more advanced, by adding another object type which will not be a reset point but also check if a kart is rescued it it's radius, and if so also reset at the position of the first reset point. (Hope I explained that in a way it was understandable)
That would prevent issues when karts fall really deep for example, since scaling up the radius of a "reset point" too much could lead weird resets.
EDIT:
should look something like that in blender