Moving the fastest line with shift & arrow keys not working

Stockers

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Any ideas?

In AIW editor I've created a new pit path & joined it with the main path as a branch as it states in the Rf2 AIW tutorial. But now I can't move the pit path white line using shift & arrow keys to create a smooth transition with the racing line. Nothing happens when I press shift & arrow keys to move it. It was fine the other day.

Thanks
 
Think I tried that too. When creating a new pit path to replace an old one do I need to find corridors again? Feel I'm missing something. Thanks
 
Think I tried that too. When creating a new pit path to replace an old one do I need to find corridors again? Feel I'm missing something. Thanks
I wouldn't do that (replace a Waypoint Path).
If you want to change a Waypoint Path, create all Waypoint Pathes again.
I remember some Problems from People who also deleted an existing Waypoint Path and added a new One.
One of them, for Example, was also not able, to move a Fastest or Left or Right Path then.
And yes, always do "find Corridors" when you create new Waypoint Pathes.

EDIT i forgot: if the Movement works with the above mentioned Keys, you can use left Ctrl + left Alt + left and right Arrow to move them slowly.
 
Creating all new main path & pit path waypoints would mean having to create new FASTEST, LEFT & RIGHTS lines wouldn't it? So I can't create a new pit path?
 
Creating all new main path & pit path waypoints would mean having to create new FASTEST, LEFT & RIGHTS lines wouldn't it? So I can't create a new pit path?
Yes, unfortunately you would have to create all Pathes again.
You can try to remove the old and add a new Pit Waypoint Path, but i, as said, wouldn't do that, to avoid any unwanted Problems.

EDIT (again :D) You probably also have to drive all Pathes again, even if you "only" add a new Pit Path. Because the Number of the used Waypoints will probably be different and also the Branch Connection between Pit and main Path will be made with other Waypoints.
And i'm not sure (doubt that) that there is a kind of Automation, that cares for such Things.
 
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Yeah no worries.

You ever tried inputting FASTEST, LEFT & RIGHT paths from another AIW. Sure there's an option in the AIW editor but don't know if it works.
 
Not necessary. I created some new pit pathes (afair Sugo and Croft) without doing the other pathes new.
Also in Multiplayer?
If it really works in all Cases, to only replace an existing Pit Waypoint Path, you should make a Tutorial about it. ;)
 
tbh never tried multiplayer. Are the pathes needed in multiplayer? Thought they are only for the AI.
 
Find corridors worked & I can now move the lines.

However the track has a lot of runoff areas & they are included in the corridors now. Anyway of having it so it doesn't include the runoff areas but only the track itself. Also my shift & left alt doesn't seem to make fine adjustments when using the arrow keys for corridor work. Any ideas? Thanks
 
Find corridors worked & I can now move the lines.

However the track has a lot of runoff areas & they are included in the corridors now. Anyway of having it so it doesn't include the runoff areas but only the track itself. Also my shift & left alt doesn't seem to make fine adjustments when using the arrow keys for corridor work. Any ideas? Thanks
Not Shift, use left Ctrl ;)
 
If the material for the runoff is different mark the entry for it as ilegal. Set legal=false in the tdf. If not, either make it a different material or an approximation would be to set the whitelines as ilegal so the legal part stops there.
 
tbh never tried multiplayer. Are the pathes needed in multiplayer? Thought they are only for the AI.
AI gets used in Multiplayer too, as you can often read in this Forum. :)
But i also mean Things like a crashing Server, that i, for Example, did have a long Time ago, with an AIW with a PitPath Extension, where the not connected Waypoint wasn't "tagged" with "Cap End of Path Segment".
 
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