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Marking a passed Checkpoint
Posted: 31 Mar 2015, 16:57
by Demented
Anyone have a good idea for clearly marking a Checkpoint as being passed through?
I've made some "Gate Hunt" style maps where the object is to find and pass through all the checkpoint, then return to the finish. It's kind of a non-linear race (no specific route). This works fine but it would be nice as you approach a CP to see clearly if it has been passed yet or not. The first map I did used the media tracker "In Game" to give a name or number of the CP when passed as you can see in
THIS Track. The problem with this is that when you pass another CP or if you have to reset the car, the Media triggers get cleared.
I've also thought of placing a sign above each checkpoint, but apparently there's no way to change a sign's texture on the fly.
So, Anyone got a solution?
Re: Marking a passed Checkpoint
Posted: 01 Apr 2015, 14:39
by Edster
Doesn't the RPG titlepack have something like this? (That's based on a similar sounding concept of looking for checkpoints) Remember you could always have a board that numbers each checkpoint; that way you'll know that You've already passed CP 3 and need to look for CP 4, and so on.
Re: Marking a passed Checkpoint
Posted: 01 Apr 2015, 15:05
by Demented
Thanks for the feedback. I haven't tried RPG yet.
Yea, having sings with numbers is an idea but not really a solution. If you have 20 Checkpoints it's hard to remember the ones you've passed without writing them down and passing them in order negates the idea of the non-linear map. Something more obvious from a distance would be better like a light that turns off over the CP or numbered signs that change to "Cleared" or a big arrow showing where the CP is or even an object that can be turned invisible. I'm guessing there is something that can be done through scripts but I haven't messed around with scripting yet and not sure I want to but it may be that assigning a variable to each checkpoint might be key.
If I can't find a solution I may just make numbered signs and limit it to 10 CP's.
Re: Marking a passed Checkpoint
Posted: 01 Apr 2015, 20:21
by undef.de
Demented wrote:Something more obvious from a distance would be better like a light
I like the idea with a light and maybe its possible with a
custom block embedded in the map.
Hopefully
xrayjay reads this too and knows an answer, if he didn't read this you should PM him about this.

Re: Marking a passed Checkpoint
Posted: 02 Apr 2015, 16:05
by Demented
He might be able to come up with something. There is a small light in Stadium that can be attached to the top of a Ring CP but you still need a trigger of some sort to turn them off individually.
What would be cool is a future feature in Media Tracker for Specific light on/off that lets you click on a light linked to a trigger.
Re: Marking a passed Checkpoint
Posted: 07 Apr 2015, 15:54
by kadaz
Well, you could make a custom action, that switches to another via script? titlepack.
Like a bouncing green ball over a cp, that goes a blacken static after passed.
I havn't gotten this far yet.
Re: Marking a passed Checkpoint
Posted: 07 Apr 2015, 16:27
by Demented
I haven't either.
I Guess I need to look into learning scripting.
I was kind of hoping to stay away from creating a title pack to do the job but rather just imbed the method into each map.
Thanks again to all offering feedback to this.