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MissionMaker Race Settings

Telonof edited this page Jun 5, 2026 · 8 revisions

Race Settings

Important

This is considered a police mission. As such, every setting aside from policeBehavior and superFast in policeCars can be applied from Escape Settings.
Do read that page for more settings regarding police customization inside race missions.

instantStart

(Default: false)

Setting this to true instant starts the race after any movie cutscene, this overrides any ttog set.

Example: <instantStart>false</instantStart>

fakeBotLevel

(Default: false)

This setting lets you set the vehicle level the bots will be driving, this is merely for display only and does not affect the actual driving of the bots.


 

Example: <fakeBotLevel>110</fakeBotLevel>

laps

(Default: 1)

Setting this above 1 will make the player and bots go through multiple rounds of the race before it ends.

Example: <laps>2</laps>

finishIn

(Default: 1)

Setting this above 1 lets the player finish in positions other than 1st. 3 will let 2 bots finish before the player without the mission ending.

Fun fact: Setting this to 0 will make no bot win and when a player crosses the finish the fail screen appears.

Example: <finishIn>2</finishIn>

catchupArchetype

(Default: Stays behind you for long periods, standard catchup parameters)

Using an entity, sets the behavior regarding bot's catchup mechanic.

Example: <catchupArchetype>50B3940700000000</catchupArchetype>

startingGrid

(Default: Default starting grid parameters)

This setting lets you set sub-settings regarding how the startingGrid will work with you and the bots.

Important

Some ttog's will override some, or all settings within this element. To guarantee these settings are used, consider using ttog's which involve less camera animations and therefore less player and bot placements.

First, make a startingGrid element, then add the following sub-settings to customize it:

  • <startFirst> (Default: false): Sets the player to be at the front instead of the back.
  • <lengthSpacing> (Default: 8.0): Sets the distance between cars in front and at the back of them.
  • <widthSpacing> (Default: 10.0): Sets the distance between cars side-by-side.
  • <botWaitTime> (Default: 6.0): Sets the amount of time bots will wait to go and checkpoints to spawn. If set higher than the ttog's length, bots will be frozen while the player can move. If set less than the ttog's length, bots will move before the player is allowed to. Most ttog's override this.
  • <maxCarColumns> (Default: 2): Sets the maximum amount of columns that can be formed by the cars on the grid.

Example:

<root>
	<startingGrid>
		<startFirst>true</startFirst>
		<widthSpacing>8.5</widthSpacing>
	</startingGrid>
</root>

policeStartTrigger

(Default: none)

This setting sets an invisible trigger that when entered and exited by a player, police will show up.

First, make a policeStartTrigger element, then add the following sub-settings to customize the trigger.

  • <position> (REQUIRED, No Default): XYZ coordinates where the trigger is.
  • <length> (Default: 10.0): Sets the trigger's size via it's length.
  • <width> (Default: 10.0): Sets the trigger's size via it's width.
  • <depth> (Default: 10.0): Sets the trigger's size via it's depth (z axis).

Example:

<root>
	<policeStartTrigger>
		<position>85415.016,55509.344,194.88431</position>
		<depth>4.5</depth>
	</policeStartTrigger>
</root>

policeStopTrigger

(Default: none)

This setting sets an invisible trigger that when entered and exited by a player, police will give up their chase on the player.

Note

If policeStartTrigger is set, this can remain optional if you wish the police to pursue the entire mission.

First, make a policeStopTrigger element, then add the following sub-settings to customize the trigger.

  • <position> (REQUIRED, No Default): XYZ coordinates where the trigger is.
  • <length> (Default: 10.0): Sets the trigger's size via it's length.
  • <width> (Default: 10.0): Sets the trigger's size via it's width.
  • <depth> (Default: 10.0): Sets the trigger's size via it's depth (z axis).

Example:

<root>
	<policeStopTrigger>
		<position>85415.016,55509.344,194.88431</position>
		<depth>4.5</depth>
	</policeStopTrigger>
</root>

bots

(Default: none)

These settings dictate the bots that spawn, the cars they drive, the behavior they follow, and their names.

First, make a <bots> element, then a <bot> element for each bot you want. A maximum of 7 is allowed.

Example:

<root>
	<bots>
		<bot>
			<!--Settings go here-->
		</bot>
	</bots>
</root>

car

(REQUIRED, no default)

This references an entity tied to a vehicle and is the car the bot will drive.

Note

A list of preset car entities are provided via PRESET - vehicles.txt inside the Assets folder of this tool.
A list of preset traffic car entities are provided via PRESET - traffic vehicles.txt inside the Assets folder of this tool.

Important

Some cars may travel at traffic speeds due to either the missionType issue on faction races or the car having not been equipped with AI data. AI data is possible to equip, but is far more complicated and beyond the scope of this wiki.
To see the list of cars with ai data, check INFO - ai data.txt inside the Assets folder of this tool.

Example:

<bot>
	<car>7952840700000000</car>
</bot>

behavior

(REQUIRED, no default)

This references an entity tied to how the bot will behave such as max speed, skill level, acceleration ratio, catchup, and more.

Note

A list of preset bot behaviors are provided via PRESET - aibehaviors.txt inside the Assets folder of this tool.

Example:

<bot>
	<behavior>A4F0470700000000</behavior>
</bot>

catchupValue

(Default: 1.0)

Unknown, it relates to catchupArchetype but information is hard to document with this setting and changes show very little to no difference.

Example:

<bot>
	<catchupValue>0.2</catchupValue>
</bot>

name

(Default: BOT)

Sets the name of the bot driving.

Example:

<bot>
	<name>ALEX</name>
</bot>

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