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 ( i 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 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!
*UPDATE* you can add camera events to force the camera to where the checkpoint is to avoid the timer issue
Thanks for the tutorial! I have been trrying to figure this out for a while.
your welcome! i know its not the best but i was mainly just trying to get the idea of how it works acrossOriginally Posted by A7XfoREVer531