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View Full Version : Local Supercross Spawning



IImayneII
02-26-2014, 01:36 PM
I am trying to make a supercross optimized for local play, but the spawn system feels weird. I have 2 loopings on 2 stories above each other with a checkpoint after each loop. If someone failed before the loop (between the cp before/after the loop), he always spawns at the checkpoint after the loop when the other guy who is still riding on the loop and hasn't made it up yet. Is there a way to fix this?

The dots of the cp don't even go down, so I have no idea why it's been triggered so soon and already tried putting a custom collision inbetween but it still triggers.

Anyone any ideas on how to make this work like normal? Removing the checkpoints isn't really an option so if there is no fix I guess I'll have to leave it like that.

IImayneII
02-26-2014, 05:53 PM
Some screenshots..

First Loop
https://db.tt/rKfTvSWN

2nd Loop
https://db.tt/1jcMKVSF

I think it's the same problem here too when going down
https://db.tt/lhDJTaGp

rlmergeuser
02-26-2014, 06:59 PM
Maybe u can set the cp u dont want to activate yet, on off.
and activate it with an area/hit trigger when the rider hits it, and de-activate the other cp

IImayneII
02-26-2014, 07:23 PM
Maybe u can set the cp u dont want to activate yet, on off.
and activate it with an area/hit trigger when the rider hits it, and de-activate the other cp

Since it's a supercross, I can't use anything from the events http://forum.redlynx.com/forum/images/smilies/icon/sad.gif