1. #1

    Reset in checkpoint restart only for active checkpoint

    Hello!

    I'm looking for a way to reset an object in checkpoint restart, but only for that checkpoint.

    After checkpoint A I use an area trigger to move a physics object using a point-to-point joint. When I reset to checkpoint A the physics object gets reset, which is fine.
    When I pass checkpoint B and then reset I want the object to stay in place.
    Disabling "Reset in checkpoint restart" will not reset the object when I reset to checkpoint A.

    Any help would be appreciated!
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  2. #2
    So your saying you want reset to checkpoint active for checkpoint A but not active for Checkpoint B !
    Also for Checkpoint B will the physics object need to be set in second position after being moved from original position checkpoint A for Checkpoint B ?
     1 people found this helpful
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  3. #3
    Thanks for your help!

    Exactly.

    To illustrate what I'm trying do; after checkpoint A a hit-trigger will enable a joint which steers a car into a wall in front of the player. This car crash is between checkpoint A and checkpoint B.
    If the player does not reach checkpoint B and fails and resets to checkpoint A, the car will be reset and the animation will play again, which is what is supposed to happen.

    If the player reaches checkpoint B and fails and resets to checkpoint B, the car will be stationary at it's original position and will not have crashed, which is what I don't want. When I reset to checkpoint B I want the car crash to have happened.

    I think this can be done with a condition filter but I don't know how to properly use it.

    Thanks!
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  4. #4
    I'm not sure if Player Condition Filter is going to be useful for that.
    Would being able to toggle reset to checkpoint help at all?
    Disabling reset to checkpoint after passing checkpoint B.
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  5. #5
    Turns out the joint doesn't have a reset in checkpoint restart option, so I don't think what I'm trying to do will work using a joint. I changed the animation of the car using an Object Position Event, it works but it doesn't look as 'organic' as using physics to crash the car.
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  6. #6
    Leave the physics joint for Checkpoint A
    And switch the car or whatever to OPE after Checkpoint B then set restart to checkpoint on - might get messy with triggers but you'll only ride it with the physics joint you wanted and not OPE.

    Variable Data Source and Set Value Event will come in handy (you can also try Curve Data Source)
    Set Value will be more instant in this case!

    Hope this helps
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