1. #1

    Checkpoint skip.

    I think it would be nice to have checkpoint skip like in the editor, but in a practice mode and a toggle for private multiplayer. You know, to practice those subtle techniques, annoying obstacles, or mess around . Whether or not this would even be possible? Well, that is all.

    Edit: Note, the main issue isn't getting there, it's going too far and getting the next checkpoint :\. That being said, skip back would be superior to forward.
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  2. #2

    Re: Checkpoint skip.

    I concur.
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  3. #3

    Re: Checkpoint skip.

    Absolutely. You can use, I think it is the player event, the event that has reset to checkpoint and set the left and right bumpers to activate it. You will also need the number of each checkpoint (starts at 0).
    each cp can send an impulses when activated, so use a variable datasource to keep track of the current co and use a setvalue event at each checkpoint to update the co number (the first cp excluding starting cp. Would trigger a set value event changing the data source to 1, I think.) Use a two input op to subtract one from the data source (this is the previous cp) and use that as the checkpoint index for the reset to cp when the lb is used. Likewise add one to the data source value for use with rb. That's about all you need. Hope that makes sense.

    Edit. I didn't make it clear, but you need a separate player event for each bumper
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  4. #4

    Re: Checkpoint skip.

    Originally Posted by Luthanick
    Absolutely. You can use, I think it is the player event, the event that has reset to checkpoint and set the left and right bumpers to activate it. You will also need the number of each checkpoint (starts at 0).
    each cp can send an impulses when activated, so use a variable datasource to keep track of the current co and use a setvalue event at each checkpoint to update the co number (the first cp excluding starting cp. Would trigger a set value event changing the data source to 1, I think.) Use a two input op to subtract one from the data source (this is the previous cp) and use that as the checkpoint index for the reset to cp when the lb is used. Likewise add one to the data source value for use with rb. That's about all you need. Hope that makes sense.

    Edit. I didn't make it clear, but you need a separate player event for each bumper
    I think you missed the point there buddy.
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  5. #5

    Re: Checkpoint skip.

    Originally Posted by NonRedOrchid
    I think you missed the point there buddy.
    I was saying how to set up a system similar to the lb and rb checkpoint skipping in editor testing. Wasn't that what the post was asking for?
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  6. #6
    JoeRegular's Avatar Senior Member
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    Re: Checkpoint skip.

    He's asking for an in game system/mode ( unconnected to lbs ) that allows you to play any track in practice mode adding the ability to skip back and forth to checkpoints to practice specific obstacles I think.

    Would've been nice.
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  7. #7

    Re: Checkpoint skip.

    Originally Posted by JoeRegular
    He's asking for an in game system/mode ( unconnected to lbs ) that allows you to play any track in practice mode adding the ability to skip back and forth to checkpoints to practice specific obstacles I think.

    Would've been nice.
    That's it, but we'll never see it. Just a thought.
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  8. #8

    Re: Checkpoint skip.

    Ohhh. I did miss the point Yeah, that will never be an in game option.
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  9. #9

    Re: Checkpoint skip.

    I've been wishing for a way to skip back and forth between checkpoints for practicing obstacles forever. I agree with this!
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