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MissionMaker Race Settings

Telonof edited this page May 28, 2026 · 8 revisions

Race Settings

instantStart

(Default: false)

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

Example: <instantStart>false</instantStart>

startFirst

(Default: false)

Setting this to true will put your car at the front of the pack instead of the end.

Example: <startFirst>false</startFirst>

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>

stars

(Default: 1)

Sets the amount of wanted stars the player has at the start if police triggers are set.

Example: <stars>3</stars>

gang

(Default: false)

If set to true, the cop cars that spawn on trigger and any police visuals will change that to be of enemy members.


 

Example: <gang>true</gang>

policeSpawnParams

(Default: default parameters)

This setting lets you set an entity regarding percentages on how the police cars will spawn and where along with behavior.

Example: <policeSpawnParams>CE17D20300000000</policeSpawnParams>

For more information, consider checking reference id 832B9A0300000000 within archetypes.entities.bin inside the game.

arrestConditions

(Default: Default conditions from escape missions)

This setting sets custom parameters for arrest conditions if police triggers are set.

For information on it's parameters, see the escape mission's settings.

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.

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.

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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