----------------------------------------------------------------- --tells the ramps and columns to move depending on the lap number -- --created by Steve Y 8/10/10 ----------------------------------------------------------------- function onStartup(self) self:SetVar("Lap2Complete", false) self:SetVar("Lap3Complete", false) end function onCollisionPhantom(self, msg) local player = msg.objectID local lap = player:VehicleGetCurrentLap{}.uiCurLap if lap == 2 and self:GetVar("Lap2Complete") == false then self:SetVar("Lap2Complete", true) local lap2Columns = self:GetObjectsInGroup{group = "Lap2Column", ignoreSpawners = true}.objects[1] if lap2Columns then GAMEOBJ:AddObjectToAlwaysInScopeList( lap2Columns ) lap2Columns:GoToWaypoint{iPathIndex = 1, bAllowPathingDirectionChange = true, bStopAtWaypoint = true} end local lap2Ramps = self:GetObjectsInGroup{group = "Lap2Ramp", ignoreSpawners = true}.objects[1] if lap2Ramps then GAMEOBJ:AddObjectToAlwaysInScopeList( lap2Ramps ) lap2Ramps:GoToWaypoint{iPathIndex = 0, bAllowPathingDirectionChange = true, bStopAtWaypoint = true} end elseif lap == 3 and self:GetVar("Lap3Complete") == false then self:SetVar("Lap3Complete", true) local lap3Columns = self:GetObjectsInGroup{group = "Lap3Column", ignoreSpawners = true}.objects[1] if lap3Columns then GAMEOBJ:AddObjectToAlwaysInScopeList( lap3Columns ) lap3Columns:GoToWaypoint{iPathIndex = 1, bAllowPathingDirectionChange = true, bStopAtWaypoint = true} end local lap3Ramps = self:GetObjectsInGroup{group = "Lap3Ramp", ignoreSpawners = true}.objects[1] if lap3Ramps then GAMEOBJ:AddObjectToAlwaysInScopeList( lap3Ramps ) lap3Ramps:GoToWaypoint{iPathIndex = 0, bAllowPathingDirectionChange = true, bStopAtWaypoint = true} end end end