I am trying to make a supercross optimized for local play, but the spawn system feels weird. I have 2 loopings on 2 stories above each other with a checkpoint after each loop. If someone failed before the loop (between the cp before/after the loop), he always spawns at the checkpoint after the loop when the other guy who is still riding on the loop and hasn't made it up yet. Is there a way to fix this?
The dots of the cp don't even go down, so I have no idea why it's been triggered so soon and already tried putting a custom collision inbetween but it still triggers.
Anyone any ideas on how to make this work like normal? Removing the checkpoints isn't really an option so if there is no fix I guess I'll have to leave it like that.
Some screenshots..
First Loop
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2nd Loop
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I think it's the same problem here too when going down
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Maybe u can set the cp u dont want to activate yet, on off.
and activate it with an area/hit trigger when the rider hits it, and de-activate the other cp
Since it's a supercross, I can't use anything from the eventsOriginally Posted by Smilies2013![]()