moved the horizontal spring in the pulley-miss path back a bit so hopefully it's actually flush to the wall now
Removed norespawn from a couple of the waypoints at the end of aforementioned path
hopefully bots will actually stop getting stuck on this dang setpiece now.
minor track modifications on the second straightaway to prevent getting stuck on a no-bump, intangible-bottomed FOF's wall
a couple of midtextures and some waypoint adjustment is all, plus i took away the nobump and intangibility from the FOF. i also added a little goody in the nook behind the midtextures. have fun with that, drop target enthusiasts
Moved the "block lightsnake" flag up one waypoint so bots hopefully don't get stuck in a respawn loop at the grav flip u-turn
Replaced the rows of normal-sized red springs on the pulley-miss path with a single upscaled vertical and horizontal pair to hopefully prevent bots getting stuck there.
Also semi-arbitrarily lowered the thrust speed of the dash rings there (10 > 4)
it makes it link into the spring cleanly without the wall being hit first so.
HYDROCITY
Added a white dash pad to the u-flip before the conveyors so bots can't get stuck down there
it also just makes the setpiece work more cleanly in general so probably just all around a good idea
Halved the speed of the conveyors (128/-128 > 64/-64) so the bots stop trying to respawn when they're on the bottom conveyor
Kinda didn't wanna do this and they still end up spindashing anyways but that's outta my hands, I'm not setting it any lower. Hopefully 2.4 fixes this weird behavior so I can speed the conveyor back up
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