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Activity editor

Create locations, place gameplay points, validate arenas and tracks, and test them before opening to players.

Open /activitiesconfig with administrator access. The editor stores activity definitions in the database and is available whether global settings come from the editor or Lua. Use Custom maps & IPLs to prepare the physical map first.

Create an arena or track

Create or duplicate an activity

Choose the sport, give it a recognizable name and keep it disabled while configuring it. Duplicating an existing definition is useful when its rules match the new location.

Set entry and exit points

Place the interaction marker players use to open the activity, the entry point and the exit point. Keep the interaction accessible from normal gameplay and the exit on safe ground outside the match area.

Add maps and bounds

Add a named map and, where needed, its IPL name. Leave the IPL empty for an already loaded map. Choose a radius boundary or place an ordered polygon with lower and upper heights.

Place the gameplay points

Add spawns, return zones, objectives, kart grid slots, checkpoints, resets and allowed props as required by the sport and mode. Use the requirements below before increasing the player limit.

Validate, test and save

Use the validation page, correct the reported fields and run a private solo test. Enable the activity and save it when ready. Placement changes remain a draft until saved. Then test with real players, including leaving and returning.

Required gameplay data

Activity or modeRequired placement
Paintball / lasertagPlayable bounds, both team return zones, and at least half the maximum player count rounded up as spawn points for each team
Capture the FlagTeam flags and capture points in addition to the combat requirements
King of the KillAt least one control zone in addition to the combat requirements
Kart racingA grid slot for each allowed driver, at least two ordered checkpoints, a finish and at least one reset position
Kart BattleA random pickup location across the configured maps, in addition to the track requirements

Start grid positions include direction. Place them and the checkpoints facing along the driving route. Avoid overlapping gates and test their order by driving a full lap.

Placement controls

Place in world closes the editor temporarily. Move or drive to the position, look in the intended direction and press Enter to confirm. For a sequence, Enter records each point and Backspace ends placement and returns to the editor.

Fine adjustment keeps the existing point and offers arrow keys, Page Up/Page Down, Q/E and the mouse wheel. Follow the placement overlay for the current operation.

Polygon bounds support up to 64 ordered vertices. The last point connects back to the first. Set lower/upper Z to cover the playable volume; self-crossing polygons must be corrected before activation. Props must be in the effective ArenaProps allowlist.

Solo tests and saved changes

The solo-test page can add up to seven local test peds, limited by the session's player capacity. Choose active behavior for movement/objectives or stationary behavior for aiming and grid checks. /leaveactivity ends the preview and returns to editing.

Local test peds do not replace a multiplayer test: another client is needed to check synchronization, spectators and the experience under real network conditions.

The editor uses revision checks and editing locks. If another administrator owns the definition or it has changed since opening, resolve that conflict before saving. Active matches use their existing session copy; saved changes apply to subsequent games.

For placed sport equipment use Table sports. Bowling locations are configured separately in Bowling MLOs.