1. #1

    Checkpoints for custom game character SOLVED

    is it possible to use checkpoints with a custom game character? i've searched the forum with no luck leading to an asnwer...anyone know?

    ***UPDATE!!!!**

    Well I'm pretty sure im not the first one to do this but incase anyone else was wondering how to add checkpoints to custom game characters anywhere in the world with no affiliation with the driving line i've figured one way to do it, pretty simple too!

    Before i get started i want to state this tutorial DOES NOT use the checkpoints found in the game objects menu and is written assuming you have your track/skill game complete besides where to place checkpoints, now lets get started!

    Step 1: Make a copy of your game character and place it at each spot you want the "checkpoint" to be, we'll call these dummies.

    Step 2: Now we'll start with the first checkpoint you wish your character to teleport to when corresponding button is pressed. Place an Object Position Event (OPE) next to the character. Open up its properties and choose Select Event Targets, now target your game character. With your dummy character targeted, uncheck "local" then hover over each position X, Y, Z and press X to get the objects global coordinates, these are the coordinates you will have that object teleport too when the button is pressed.

    Step 3: Insert your button trigger used Y so thats what I'll go with), then place a State Event and a Interval Trigger, its easiest to line them up on the screen in that order too!
    You should now have Y button, state event and interval trigger lined up. Set the Y button to "on press" send an impulse the state event. Set the State Event properties to "on" and target the Interval Trigger. In the Interval Trigger's properties uncheck "enabled", start tick: 0, interval: .016 (lowest possible), check 'reset when enabled' and 'disable after N impulses' and a number will appear, this number is the 'timer'. The reason for the interval trigger is because if you you connect the Y button's 'on press' directly to the OPE it doesnt have time to "place itself", if you will, what we've done with the interval trigger is when Y is pressed it enables the interval trigger which works as a timer constantly sending an impulse to the OPE giving it time to set properly, the time which you set depends on how far away your character has travelled from said checkpoint.

    Step 4: Test track and hopefully it works for you like it did for me!


    From what I've learned messing with this is that when you teleport the object to the checkpoint the game CAMERA has to catch up with the game character, so the further away you were from the checkpoint when you press Y the higher you need the 'max impulses sent count' or 'timer' to be, which really is just holding the object still until the game camera arrives then character is 'released'.

    this can be done with several checkpoints also and using filters to enable/disable correct checkpoints...

    if anyone has any input or criticism you wont hurt my feelings, i'm sure i mangled that thing i called a tutorial all up but my goal was to hopefully help someone or maybe spark an idea! thanks!
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  2. #2

    Re: Checkpoints for custom game character

    yes it is posible but might be hard to achieve
    and it probably requires you to map the reset under a different button, redlynx sadly didn't give us any control over b button
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  3. #3

    Re: Checkpoints for custom game character

    i just cant figure out how to "attach" the checkpoint to my game character and not the driving line..i have a custom game character that is NOT the bike/rider or have anything to do with the driving line, sorry i wasnt more specific...adding a reset button with Y would be no problem as im not using the Y button anyway
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  4. #4

    Re: Checkpoints for custom game character

    I'm pretty sure you have to use an OPE.

    Kinda sucks though...I mean how hard would it have been to give us control over the B button? It's not the fact that it wastes a button that bothers me, it's that if someone accidentally presses B they have to start the entire level over again...and if your level's 25 minutes long, that creates a bit of a problem...

    Oh well.
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  5. #5
    dasraizer's Avatar Senior Member
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    Re: Checkpoints for custom game character

    i feel for you, the problem is the reset to driving line/checkpoint only works for the rider/bike even if the game character is set to another object, it just gets ignored and the bike/rider is moved.

    i wonder if tracking the custom character with the bike by using reset to driving line percentage (start gate to finish gate), letting that pass checkpoints may work as a way to reset the custom to its old location if the B button is pressed, making use of the reset on checkpoint restart options, one problem that may arise is resetting the bike for movement it may not trigger checkpoint objects though, oh another thought use the wheel grab/lock platformy object and drag the bike to trigger the checkpoints.

    just a thought, not tried any of this.
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