First, I know there is a way to make custom game character checkpoints with B button. I saw earlier in TC a FPS track called 'Dragon rider', that you could go to last checkpoint by pressing B button. Question is: How do I do that?
Second, I saw two TC tracks called 'Angry splosionRider' from RL and 'Death slide Xtreme' and the skill game Adrenalin cannon in OoP DLC, that you can go back to Original place with pressing B. Question is: What's the event trick and how do I do that?
The strangest things are: How can you go back to checkpoint with Custom characters using B button without the B button trigger??????
well you can teleport the rider to a checkpoint this allows you to start controlling the b button
its use is still minimal though because you can only disable the b button or reset to a given point in your game
depends on your needs
just add a checkpoint the the dl for the rider(even if its a skillgame)
then teleport the rider to it( this prevents the game from completly restarting
then in your events etc check(or uncheck) the reset at checkpoint restart option depending on your needs
Can you give me a guide for that please?
in the player event there is an option to reset to checkpoint
so when your skillgame starts you just use an interval trigger ts send an impulse to the player event to reset to checkpoint 2(or anything that isn't start or finish)
than uncheck reset on checkpoint restart for most other events etc you have
this should disable the b button now its up to you to choose what you want to have reset on and what not
so you actively use the b button for the things you would not or would like to reset
i'm not sure but maybe the checkpoint would even send an impusle every time u use b button opening up even more posibility's
thing is it will be very hard, i only made 1 track that had animations that didn't got reset at checkpoint restarts
and it wasn't very easy( was on a normal trails track and animations are timebased and aren't affected by checkpoint restarts)
In AngrySplosionRider there is a second checkpoint directly next to the starting checkpoint (almost exact same spot only slightly to the right). When the game starts the rider immediately activates the second checkpoint even if he doesn't move so if you press the B button it resets the rider to the second checkpoint and not the first.
Indeed every time the player presses B and reset to the checkpoint it will send an impulse (provided it's set to) so if you are not using the bike & rider in your game this probably would allow you to assign events to the B button. The only drawback being the first time the rider activates that checkpoint in either sparkierjonesz' example or mine it will trigger the event without pressing the B button. A few filters and data sources could take care of that though.Originally Posted by sparkierjonesz
In AngrySplosionRider there is a second checkpoint directly next to the starting checkpoint (almost exact same spot only slightly to the right). When the game starts the rider immediately activates the second checkpoint even if he doesn't move so if you press the B button it resets the rider to the second checkpoint and not the first.
Indeed every time the player presses B and reset to the checkpoint it will send an impulse (provided it's set to) so if you are not using the bike & rider in your game this probably would allow you to assign events to the B button. The only drawback being the first time the rider activates that checkpoint in either sparkierjonesz' example or mine it will trigger the event without pressing the B button. A few filters and data sources could take care of that though.Originally Posted by sparkierjonesz
Thanks for your info.
I learned soo much from you guys in the forum![]()
a generic filter testing the number of faults will correct thisOriginally Posted by CannibalShogun![]()