Tips on how to make smooth warp rides:

Relative Warps:

> Straight line paths are best made with "relative" warps. Those are the ones that use this type of format: +1.0 +0.0 +0.0a They move the user the exact amount shown from the user's location at activation.

Here's what the numbers mean:

a) +1.0 +0.0 +0.0a means 10 meters North.

b) -1.0 +0.0 +0.0a means 10 meters South.

c) +0.0 +1.0 +0.0a means 10 meters West.

d) +0.0 -1.0 +0.0a means 10 meters East.

e) +0.0 +0.0 +1.0a means 10 meters Up.

f) +0.0 +0.0 -1.0a means 10 meters Down.

You can also adjust these to a very fine degree: 0.1 is one VR meter and 0.001 is one VR centimeter! (Don't confuse these numbers with the directional distances used in bots. (They use 1.0 as their standard for one VR meter...go figure!) %^)

> The closer you place the warp bumps together, the slower the user will travel. Consequently, the farther apart they are, the faster the user will travel.

> A good happy medium is placing them about 10 meters apart then programming them to warp the user about 12 or 13 meters (+1.2 or +1.3) to the next warp in order to guarantee they reach and bump the next warp at a constant speed. My numbers are always an approximation because PCs differ greatly in their 3D rendering speed. That is one of the few disadvantages of having a fast vid card and chip: Your PC is very forgiving and will need little or no adjustment in the warps but slower PCs will tend to stall because they have a smaller margin for error. Surrounding objects & animations also play a factor.

> When you make the 1st relative warp, make the altitude +0.05a so the user's avatar won't skim the ground & get caught. Do that only on the 1st warp though, make all the others +0.0a (otherwise you will find yourself slowly rising into the sky till you sail over the tops of the warps down the line lol). After you have the 1st couple set & tested, you can copy them as far as you want.

> When you have a downhill dropoff in the warp route, place the last level warp bump right at the edge of the dropoff so the user won't sink into the ground. When you have an uphill change of direction, place the last level warp bump at least a meter from the beginning of the rise (only if there is an object that delineates the rise, if it's just in the open air, it's not necessary) to keep the user from sinking into that.

Absolute Warps:

> Curves and dramatic changes of direction are best done with "absolute" warps. These are ones that use an actual coordinate in the command: 345N 277W 0.5a (There is also that 4th number after altitude: 0 thru 360 that determines which direction the user's avatar will face when they land). 0 & 360 both mean North and you do not need to put those in because the default is North when nothing is entered for direction. East is 90, South is 180 & West is 270. Note: Don't use direction on relative warps because the numbers in relative warps denote the amount of change from the last bump (unless of course, you want the user to change the direction they are facing as the progress thru the ride).

> The best way to set the next warp coord with absolute warps is to walk up to the center of your last bump object (disable the warp in it 1st!) till it stops you then hold shift & hit the forward arrow 2 to 3 times then tap up in the air once then "remember" that coord (I usually name those coords something like aa-01 so they go to the top on my teleport list) then place those coords into the previous warp bump.

> Try to tilt the next bump object as close to 90 degrees (perpendicular) to the direction that the user is following so you have the maximum amount of area of the object exposed for the them to bump. This helps ppl with slower PCs especially, since their PCs aren't as accurate at times.

> With CNW version 3.4, I have found that it is best to make your bump panels "solid no". If you leave them default solid, many times the user's avatar takes extra time to pass through.

> I use animate objects for the most part because they only work from one side plus if you want to use the same route to return, you can by using animate objects facing the other way.

> There will be a lot of directional tweaking needed before your warp ride is smooth but following these suggestions will eliminate a lot of initial work. Tgram Ewasx if you have any questions : )