I've had this problem multiple times. The checkpoints just won't work, some will, and then some don't. Does anybody else have this problem? Or am I just missing something that is needed to make them work?
They need to be on the same level of the driving line as where the rider is if there are two objects on the driving line on top of eachother, I havent had any problems with them myself. Though, on my first track I put the first checkpoint too close to the driving line and the ticket thing on it that moves right to left smacked the rider in the face![]()
that sounds like a nice endingOriginally Posted by Zaarock![]()
i got sometimes the problem that i pass some checkpoints and when i press B im moved back to the start of the track (why???) someone else know this problem?
thats odd, hmm also make sure the line of the checkpoint your placing (bottom) goes to the object you want![]()
sureOriginally Posted by 420no i got this problem in release maps sometimes, last time on Inferno 2
I'm a noob so take this with a grain of salt, but I had this problem and it turned out that the checkpoints need to be in order from left to right. So, for instance, if the player triggers a checkpoint at one spot and then goes backwards off a ramp and finds another checkpoint, it won't trigger because it's left of the first one. The game doesn't know that the second checkpoint is actually later in your track because it assumes that further to the right = further on the track.
Not true though I thought this too. You absolutely can have check points after a reverse. You have to make sure its in its own little area so it IS counted as the next checkpoint. Hard to explain. Try making it either higher or lower than the main chkpnt line. I wish I could explain it better...Originally Posted by TermytermI def have it in my level
I have the same problem on a track where its some reverse driving.
Cp1 and Cp2 works fine (and are forward). Cp3 don't react at all, and it's position is one block to the right of 2 blocks down from cp1, and 2 down and 4 left from Cp2 (=between cp1 and cp2, but one block lower - 1.5 lower really).
Here is position of all CPs, in "block coordinates", where start is (1,1)
cp1: 3,1
cp2: 7,1
cp3: 4,2 (dont work!)
cp4: 9,4
cp5: 9,3 (but a little to the left of cp4 - and this seems to work, but maybe only when editing)
cp6: 6,3 (dont work!)
cp7: 9,5 (finish, needs to be the rightmost CP)
If it's no way to fix this it seems I have to redesign parts of my "extreme"-track as it becomes too far between cps if cp3 dont work.
Too bad the CPs dont work as real CPs (last one passed is the default restart positions), but I'm sure it's some technical reason for this desition...
Unfortunately, the checkpoints have to be in correct order in the riding line. The game does not activate a new checkpoint if the new checkpoint is not further in the track (X coordinate is bigger) than the currently active checkpoint.
If you look at Inferno 2, you will see that the checkpoint just before the rolling tires section is only slightly further than the upper level checkpoint before it. I wanted to have an additional checkpoint there just before the drop down, but it was not possible (because of the limit described above).