1. #1

    Checkpoint issues

    Hey guys,

    Has anyone found a way to mute checkpoints or make them not visible?

    I'm currently working on the second version of my Stonehenge track, and instead of the normal checkpoints I wanted a flaming torch to ignite as you pass. I've managed to do this, and have hidden the normal checkpoints underground, inside other objects etc... so they arn't visible, but I still get the checkpoint sound as it activates.

    Any help is appreciated. Thanks.
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  2. #2
    RetiredRonin's Avatar Senior Community Manager
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    Re: Checkpoint issues

    I *think* that in Trials HD if you moved the CPs FAR away from the line that it would reduce their volume. I am currently unsure of if this works in Evo.
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  3. #3

    Re: Checkpoint issues

    Originally Posted by ShiftySamurai
    I *think* that in Trials HD if you moved the CPs FAR away from the line that it would reduce their volume. I am currently unsure of if this works in Evo.
    Ah not a bad idea, I could have them floating way above the track out of sight and use the custom restart position. Thanks, I'll give that a try!
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  4. #4

    Re: Checkpoint issues

    You can also use a custom sound source, when I used one it muted the regular checkpoint sound, I couldn't hear it at least.
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  5. #5

    Re: Checkpoint issues

    Originally Posted by emerica6708
    You can also use a custom sound source, when I used one it muted the regular checkpoint sound, I couldn't hear it at least.
    OK thanks I'll give that a go, so long as I can find an appropriate sound in the limited range available.

    The above idea about moving the checkpoint farther away didn't work. There are two sounds associated with the checkpoint, the sound of the little red arm that pings out the side, and the beep. The sound of the arm gets quieter but the beep doesn't.

    It's ok though, I think I can live with it and it doesn't detract from the atmosphere.

    Thanks for the help
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