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* turn_based (default) : Players take turns playing the hole, finishing the hole before the next player can play.
* simultaneous : All players can play the hole at the same time.
* simultaneous_collide : All players can play the hole at the same time, their balls can collide.
* furthest_to_nearest : Players take turns, after which the player furthest from the hole plays next.
* furthest_to_nearest_collide : Players take turns, after which the player furthest from the hole plays next, their balls can collide.
Checkout CONFIGURATIONS.md on GitHub for more possible customization convars.
Please let me know on GitHub if you encounter any bugs.
1. Spawn and layout any props to build a track.
2. Spawn the Minigolf Start
3. Select your physgun to see where it is and move it
4. Use the context menu (C), right click the start and edit the configuration of it (change hole name, retry count, max pitch, etc.)
5. Spawn the Minigolf End
6. Use the context menu, right click on the end and edit the configuration of it - select the start hole you created.
After these steps you can go play the track.
See the video attached to this workshop listing for instructions on how to use the new entities.
@GEEKONErous yes
Until then you could use this command right after getting in-game: `lua_run Minigolf.Holes.CreateTimeLimit = function() end`
That command will just break the part that causes your attempts at the hole to end. The timer will still run on screen, but you can play forever (or until you run out of strokes).