First off, this is for my MP rolling level. It'd also lag less if one cog could handle 5 or 10 checkpoints apiece, but if that an impossibility or too amazingly complicated(I can see how it would be with the multiple ghost positions) it's not necessary. Here we go.
I need a few cogs for my rolling level, but this one first off. It would suck to nearly complete the level and die at the very end, with the death returning you back to the starting line, so I request this to anyone willing: I need [a] checkpoint cog(s). If you can make it so it prints a message(something like "Checkpoint 1 crossed," something I can edit) when an adjoin is passed through, then when the person dies later on(from any cause, I guess) it'll count as the person dying normally, except they'll be placed back by the checkpoint at a ghost thing point. The same for Checkpoint 2, 3, 4, etc. up until the player completes the course, where the last checkpoint value is erased to start again.
The only problems I can see with this are having two people die at the same time and being transported to the same ghost position or someone not being able to complete that part of the course and wanting to go back to the start and begin anew, possibly taking a different course. Maybe have a console thing to transport them back? A little teleporter? Any suggestions welcome, but the cog is flat out a must. You will be credited/praised for it, but my skills for returning the favor are limited.
Thank you.
I need a few cogs for my rolling level, but this one first off. It would suck to nearly complete the level and die at the very end, with the death returning you back to the starting line, so I request this to anyone willing: I need [a] checkpoint cog(s). If you can make it so it prints a message(something like "Checkpoint 1 crossed," something I can edit) when an adjoin is passed through, then when the person dies later on(from any cause, I guess) it'll count as the person dying normally, except they'll be placed back by the checkpoint at a ghost thing point. The same for Checkpoint 2, 3, 4, etc. up until the player completes the course, where the last checkpoint value is erased to start again.
The only problems I can see with this are having two people die at the same time and being transported to the same ghost position or someone not being able to complete that part of the course and wanting to go back to the start and begin anew, possibly taking a different course. Maybe have a console thing to transport them back? A little teleporter? Any suggestions welcome, but the cog is flat out a must. You will be credited/praised for it, but my skills for returning the favor are limited.
Thank you.