You can see and test this product at my "Skate and Date" sim in the listed SLURL
http://maps.secondlife.com/secondlife/Freyr/108/123/22
All objects are copy/notrans, the main overhead gate is modable, the start gate and the scripts are no mod.
EASY SETUP
The easiest way to set up this gate is to: first open the edit window before you rez the collated Start Gate object. This will keep all the objects aligned and grouped together as you place the gate in position at your track. There are 6 objects critical to the operation: "Start Gate", "Horse start gate", "Gate 1", "Gate 2", "Gate 3" and "Gate 4". Make sure you select all of these (Edit and hold down the shift key while you select each object) before you move the gate around.
The item is copyable, so if you mess up, just rez a fresh copy. The default size is designed to work with the horse track I also have for sale but the overhead gate is mod-able. DO NOT unlink or link other prims as it will most likely break it! If you edit the overhead gate using the "Edit linked" option, be aware there is one invisible prim as part of the main "Start Gate" that should be edited to just fit between the side posts. Use the keyboard shortcut ctrl/alt/t to turn on the viewer option to see invisible prims.
ADVANCED SETUP
You may want to move the horse start gate on the other side of the overhead gate or otherwise customize it for your use. The key things to know about this gate when setting it up, first: there is an invisible prim as part of the start gate that detects the horse as it runs under the overhead gate. Use the keyboard shortcut ctrl/alt/t to turn on the viewer option to see invisible prims. This invisible prim should just cover the drop bar of the "Horse start gate" so the warning system before the race starts works correctly. Each of the individual "Gate" objects at the entrance to each stall is numbered and they are matched via their script to the numbers on the overhead "Start Gate". You can rearrange these, and then use the "edit linked" function to move the numbers around on the Start Gate, but don't ever unlink it or link other prims to the Start Gate nor to the Horse start gate. If you resize the overhead gate using edit linked, make sure the invisible prim is narrowed or widened up as well.
TO ENTER A RACE:
Walk into a stall at the starting gate. When you see your name or your horses name in float text, you're entered in the race! After you join in a race, you can't remove yourself or re-sign up into a different gate. To practice by yourself, enter 2 different stalls. This start gate works with both wearable and rideable horses.
BASIC RACE RULES:
The races are 2 laps long, with times for each rider called as they pass under the start gate. At the end of the race, the winner is called and their gate number flashes. You will be DQ'd for Flying, Jumping during the race or bumping into the start gate between the "10 seconds to post" warning and the race start. Also, jumping the gate before the gate drops will DQ you.
DETAILED RACE INSTRUCTIONS:
Once at least 2 gates have a rider joined in them, the gate will tell everyone they have 30 seconds for any other riders to join. During this time, if you move too far forward in your stall, you will get a personal warning to move back from the start gate. Then you will hear a "10 seconds to post" warning. From this point till the gate drops, if you move forward and touch the start gate, you will be disqualified and your number turns red. This keeps riders from "leaning on the gate" and adds some skill to getting a good "hole shot" on the start. After this post call is a countdown with 2 seconds between each call with an "on your mark" "get set" and then "GO!!" at which time the gate drops and the race starts. Flying or jumping on the course will disqualify you, as will jumping over the start gate before it drops.
FINAL NOTES:
The owner of the Start Gate, or members of the group it is set to, can click the overhead start gate and choose reset it at any time before or after a race. The Start Gate resets automatically 20 seconds after each race, and also will reset itself 2.5 minutes after a race was started, but 2 laps were not completed. This does limit the maximum time to complete a 2 lap race to 2.5 minutes, which seems reasonable for the intended use of this gate.
Feel free to IM me with any questions Stephe Ehrler
- Automatic Timer for Horse Racing
- Checks for cheating
- Overhead gate is modable
- Setup for group or owner control