trackBuilder/quickraceSetup - Quick Race Track Loader
Reference for `extensions/util/trackBuilder/quickraceSetup.lua`. Loads a saved track and sets up checkpoints/vehicle positioning when a quick race scenario starts.
Reference for extensions/util/trackBuilder/quickraceSetup.lua. Loads a saved track and sets up checkpoints/vehicle positioning when a quick race scenario starts.
Exports
| Key | Signature | Description |
|---|---|---|
onScenarioLoaded | (sc) | Callback: loads the track, adds checkpoints, positions vehicle |
onClientStartMission | () | Callback: resets the done flag for the next mission |
Internals
- Uses
extensions['util_trackBuilder_splineTrack']to access the spline track system. - On scenario load:
- Calls
splineTrack.unloadAll()to clear previous track data - Calls
splineTrack.load(name, true, true, true)to load the track by name - Calls
splineTrack.addCheckPointPositions(reverse)to create waypoint checkpoints - Calls
splineTrack.positionVehicle(reverse)to place the player car at the start
- Calls
- The
doneflag prevents re-loading on subsequent calls within the same mission. - Track name comes from
sc.track.customData.name; reverse flag fromsc.track.reverse.
How It Works
This is a thin glue module that bridges the scenario system with the track builder. When a quick race scenario loads, it triggers the full track builder pipeline (load → checkpoints → vehicle placement).
-- Triggered automatically by the scenario system
-- sc.track.customData.name = "myTrack"
-- sc.track.reverse = false
quickraceSetup.onScenarioLoaded(scenarioData)Additional Exports
M.onClientStartMission- (undocumented)M.onScenarioLoaded- (undocumented)
trackBuilder/proceduralPrimitives - Procedural 3D Primitive Generators
Reference for `extensions/util/trackBuilder/proceduralPrimitives.lua`. Generates mesh data (vertices, normals, UVs, faces) for primitive 3D shapes used as track obstacles.
trackBuilder/segmentToProceduralMesh - Segment Mesh Generator
Reference for `extensions/util/trackBuilder/segmentToProceduralMesh.lua`. Converts track segments (with computed spline points) into ProceduralMesh objects rendered in the scene.