1. #1

    Split driving line - Problem with checkpoints

    Hey guys,

    I was wondering: What determines which driving line a placed checkpoint will register to? Is it just proximity? I'm creating a track with upper and lower levels, so I've used a split driving line in order to give them their own checkpoints and players won't get warped from one line to another when they reset. The problem is, my second line actually lies directly on top of my primary line, so the only difference is on the vertical plane. As such, I can't get checkpoints to register with the correct line properly.

    It seems to be somewhat random. For example, I placed a string of five checkpoints along the upper route, all the same distance from the driving line, then during testing only one of them activated. For no apparent reason, the other four were linked to the alternate line.

    Is there a workaround? If not, might I suggest an option in the checkpoint properties to manually link them to specific lines?

    Thanks.
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  2. #2
    CP's link to the closest line. Separate your lines by just a smidgeon, then place one CP in front and one behind. Placing them both behind, for example, would just link both CP's to that path.
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  3. #3
    Originally Posted by JolanXBL Go to original post
    CP's link to the closest line. Separate your lines by just a smidgeon, then place one CP in front and one behind. Placing them both behind, for example, would just link both CP's to that path.
    Thanks man. Can I separate the lines, place the checkpoints and then put the lines back again?

    I could just keep the lines slightly apart, but it's annoying not having freedom over where I put my checkpoints for aesthetic reasons.
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  4. #4
    You probably don't need a split line for what you are trying to build. Just make sure each cp cant be activated from the wrong path.
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  5. #5
    Originally Posted by Jonny Go to original post
    You probably don't need a split line for what you are trying to build. Just make sure each cp cant be activated from the wrong path.
    But that's the problem, they are getting activated incorrectly. They either need to be on separate paths, or far enough away from the platform that the rider respawns properly, yet close enough to be visible.
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  6. #6
    Yeah, the second line was necessary. I'm going to work around the aesthetic issue by hiding the real checkpoints and using them to trigger dummy checkpoints placed next to the driving line
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