Any help would be greatly appreciated, I'm completely stuck!
I'm trying to create an extreme track, bits of which have multiple vertical levels over the same section of track. But because the obstacles are quite hard I'm wanting to put a checkpoint at each height level.
However, the checkpoints in the editor don't seem to let me do this. If I cross the horizontal checkpoint line (no matter how far away vertically I am from it), it triggers the checkpoint and messes up the checkpoint order in my track. Anyone know how to fix this?
hi, try using custom from the checkpoint options, and raising each platform to its desired height, not sure if it will help, i know some tracks have stacked CPs and they work fine.
What dyou mean by "custom", dyou mean custom respawn point. Cos I tried that in moving the position of the rider, but how would you use it in moving the platform?Originally Posted by dasraiser
Yes, he means custom respawn point, and you can't move checkpoints dynamically in a track.Originally Posted by BoShankin
Use a custom collision box just above the dotted line of the checkpoint on the driving line. It will stop it from triggering when you are above it. If you want to make your rider go trough it, just put an area trigger box around it and let use a set value event to put it on decoration only when he hits it. Problem solved...
I'll upload a favorite of the setup on the website Sharing custom objects, there's a website for that! within the hour. you can use that if you want. I'll update here when I did it.
UPLOADED: Checkpoint Block
Thanks for your help! But I still can't quite get it to work. I'll try to explain the layout.
Checkpoint A goes over the top of checkpoint B, but before the rider comes around to trigger checkpoint B, there are more checkpoints (i.e. there are checkpoints in between A and B).
If I go through these "in between checkpoints" and don't fault, then checkpoint B doesn't trigger (and is not lit up) when I get to it. If I do fault in between A and B, checkpoint B is already lit up when I get to it, and doesn't trigger (as it appears to have already triggered).
Originally Posted by BoShankin
I think you can solve it, but maybe won't be easy (for a novice). The problem is the game numbers the checkpoints by the distance on the driving line. You should show a screenshot or something to get a better idea, because I can't really say now why B sometimes triggers and not.
But let say B useless now as a checkpoint (from what I can read)...you can put an area trigger on the place of checkpoint B to a state event (ON) that turns on a crash event (this gives an impulse when the player crashes), and link that to a player event (set this to reset to checkpoint, then you have to figure out the number of checkpoint B (0=start). This will make you reset to checkpoint B when you crash, even tough you haven't triggered it or if it's not working. If you have other checkpoints after B, then use the trigger from that checkpoint to link a state event (OFF) to turn the crash event off again