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Need help with activation regions and checkpoints

PostPosted: Thu Nov 10, 2011 4:09 pm
by RippeR7420
I have a checkpoint set up in the middle of a level, to respawn my Player to it if he has collided with it.
But when I get further into the level, it will try to respawn my Player to the very beginning?
I have a feeling that this is because of activation regions. When My player moves further through the level,
It cancels out my checkpoint actor maybe?

If anyone understands what I just said, and can help me, I'd really appreciate it! :)

Re: Need help with activation regions and checkpoints

PostPosted: Thu Nov 10, 2011 9:10 pm
by master0500
try this maybe?
player>destroyactor>script editor
Code: Select all
if (x>checkpoint.x)
{
          createActor(at checkpoint);
}

Re: Need help with activation regions and checkpoints

PostPosted: Thu Nov 10, 2011 10:15 pm
by RippeR7420
well, my problem is that every time my player leaves the certain Activation Region that my checkpoint is set up in, it deletes it..
at least that's what I think my problem is haha, I don't really know. But it would make sense, Given how Activation Regions work..

Re: Need help with activation regions and checkpoints

PostPosted: Thu Nov 10, 2011 10:28 pm
by lcl
RippeR7420 wrote:well, my problem is that every time my player leaves the certain Activation Region that my checkpoint is set up in, it deletes it..
at least that's what I think my problem is haha, I don't really know. But it would make sense, Given how Activation Regions work..

That is the problem, you're right.
What you could do, is to create variables for the checkpoint x and y position and move player to them instead of checkpoint.x and checkpoint.y :)

Re: Need help with activation regions and checkpoints

PostPosted: Fri Nov 11, 2011 3:20 pm
by RippeR7420
How do you think I would go about doing that? :)
thanks again for the help!