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Checkpoint

PostPosted: Sun Feb 15, 2015 6:42 pm
by semerien
Checkpoint



Description - Players will respawn at the last checkpoint to have been activated. It can also be used to move the player around your toybox with the 'bring player' command.

Properties:
Default For - (All/None/Player #/Team) This will set this checkpoint as the default checkpoint for the selected player/team. *If another checkpoint is activated and the toybox is saved, the default checkpoint will not work properly.
.....All - Sets checkpoint as default for all players.
.....Blue/Orange/Green/Purple Team - Sets checkpoint as default for the specified team.
.....None - Sets checkpoint as default for nobody.
.....Player 1/2/3/4 - Sets the checkpoint as the default for the specified player.

On Contact, Set For -(All/Individual Players/Individual Teams) - This setting determines who this checkpoint will become activated for when a player crosses it.
..... All - All players will have this checkpoint activated if any players crosses it.
.....Individual Players - Only the player who crosses this checkpoint will have it activated.
.....Individual Teams - Only players on the same team as the player who crossed this checkpoint will have it activated.

Available For - (All/None/Player #/Team) This setting determines who is able to activate this checkpoint.
.....All - All players can activated this checkpoint by crossing over it.
.....Blue/Orange/Green/Purple Team - Only players on the specified team can activate this checkpoint.
.....None - No players can activate this checkpoint by crossing over it.
.....Player 1/2/3/4 - Only the specified players can activate this checkpoint.

Hidden - (on/off) This option will hide the checkpoint for players without a wand if it is set to on.

Inputs:
Checkpoint for - (All Players/Player #) - This signal will tell the checkpoint that it is now the active checkpoint for the selected player or all players.
Turn On - This will activate a checkpoint that has been deactivated with the turn off command.
Turn Off - This will deactivate a checkpoint so that it can no longer be used.
Bring Player to Checkpoint - (All Players/ Player #) - This signal will tell the checkpoint to teleport the selected player to this checkpoint (or all players if selected).
Clear Checkpoint for - (All Players / Player #) - This signal will tell the checkpoint to clear it's active status for the selected player or all players. This ensures that the player will not respawn at this checkpoint if defeated.

Outputs:
Checkpoint Set - This will send a trigger when the checkpoint is first activated by a player.

Re: Checkpoint

PostPosted: Wed Feb 18, 2015 2:39 pm
by semerien
Edit: Added video