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Map Entities

Psycrow edited this page Jan 2, 2026 · 2 revisions

Entities

This section presents the entities required for the mod to function correctly. If you're developing your own map, please place these entities according to their descriptions.

Checkpoint

classname: trigger_multiple
targetname: checkpoint%number%

Checkpoints determine the racer's path on the track and help calculate the player's current position. The more checkpoints, the better. A checkpoint looks like a trigger that the racer crosses.

The very first checkpoint, which also closes the lap, has the targetname checkpoint1. This checkpoint is also called the finish checkpoint. Subsequent checkpoints are designated checkpoint2, checkpoint3, and so on. The number of checkpoints is limited only by the game engine.

The finish checkpoint should be placed on a straight section of the map, away from turns on either side. This will allow the race to be reversed.

Checkpoint

Start point

classname: info_target
targetname: car_start%number%

Before the race begins, racers appear in front of the finish checkpoint. Their coordinates and direction are determined by start points. The server supports up to 32 players, so 32 points must be created. Each point must have a unique targetname: car_start1, car_start2, etc. The recommended distance between points is 64 units. The distance above the road is approximately 48 units. Keep in mind the angle of the start point, which faces the finish checkpoint.

The default player spawn points (info_player_deathmatch and info_player_start) should be hidden outside the race track. There should also be 32 of them. Using only the info_player_start entity class is sufficient.

Start point

Reset point

classname: info_target
targetname: reset%number%

Reset points are used to specify where the racer should be teleported when the R button is held down or when entering a reset zone. These entities are very similar to start points, but are typically placed near their checkpoint. The targetname is set strictly according to the checkpoint: if the checkpoint is specified as checkpoint2, then the reset point is specified as reset2. The reset point's direction is oriented in the direction the racer is moving. Reset points are preferably placed slightly ahead of the checkpoint.

Reset point

Item spawn

classname: info_target
targetname: bonus

Item capsules appear during the race and reward the player with a random item when collected. Spawns can be placed randomly, just above the ground.

Item spawn

UFO

classname: info_target
targetname: ufo%number%

UFO spawn points indicate where flying saucers will be spawned when the appropriate item is used. The saucers are placed almost at ground level in the center of the road. The targetname is set strictly according to the checkpoint: if the checkpoint is specified as checkpoint2, then the UFO spawn point is specified as ufo2. The point's angle is either aligned with the racer's direction of travel or opposite it if the UFO's lights need to be reversed.

The spawn point has optional parameters: skin and body. The skin determines the distance between adjacent UFOs in a row, and the body determines the number of flying saucers in a row.

The first UFO spawn point (ufo1) should be placed before the finish checkpoint for reverse racing mode to work correctly. Placing spawn points near turns can spoil the mood of racers.

UFO

Reset zone

classname: trigger_multiple
targetname: reset

Upon entering a reset zone, the racer is teleported to the reset point. These zones are created to define the area of ​​the level that "kills" the racer.

Grass

classname: trigger_multiple
targetname: kart_grass

Grass slows down the car when the driver drives on it.

Prepare position

classname: info_target
targetname: kart_preppos

Prepare position is used to create your own character selection room and to set your own car coordinates. This entity works in conjunction with prepare target entity.

Prepare position

Prepare target

classname: info_target
targetname: kart_preptarget

Prepare target is used to create your own character selection room and a trigger_camera aimed at that entity. This entity works in conjunction with prepare position entity.

Prepare target

Events

This section presents game events that can be processed on the map.

Change path direction

This event is called when the driving direction is changed, which occurs when the kart_reverse_available cvar is enabled. During the event, entities with the following targetnames are activated:

  • kart_chpath_direct - direct (default) path
  • kart_chpath_reverse - reverse path

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