Player Checkpoints

Is there a way to have a player spawn only once at a certain checkpoint? For instance, I am making a death run map and if a player gets to a checkpoint I want them to have one available respawn at that checkpoint if they die. If they die again, I want them to go back to the beginning (the original spawn pad).

Hello, Cool question. I gave this a shot and found success.

Tracker Device Set to track ‘Eliminations’ , When Target Is Reached set to ‘Do Nothing’ (If a tracker gets completed, I cannot find a way to restart/reset it) (You’d also set number of lives here)

When the Volume before the Checkpoint is entered, it sends a signal to ‘Reset Progress’ on the Tracker. (Looks like there is a bug where the Tracker UI will not update when you reset it’s progress)

“Original Spawn Pad” (Actually checkpoint device near original spawn) References Tracker - ‘Register’ on Tracker ‘When Complete’ … soo that way when your elimination tracker gets completed, you then get registered to this checkpoint and start back here.

My second thought was to use a ‘score’ device. I wonder if there are any other devices that would be better suited for this… I also think this would make an excellent topic for a beginners verse tutorial.

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Thank you so much! I really appreciate the work you put into this!

Best, Matt

Im sorry, but I think I am missing something. Do you know if there are any videos on this?

I’m not aware of any ‘lives systems’ videos. This i just something I came up with.

I’ll go over what I have in that screenshot again. (Working from left to right)

First Checkpoint - Register → Tracker → When complete. (When the tracker runs out of lives you’re registered back here)

Volume → (Referenced by Tracker)

Tracker → Reset Progress → Volume → On Enter (If you die and are kicked back to spawn, walking through this will give you the lives again)

Also on tracker I changed - Stat to Track: Eliminated, Target Value: 1 and When Target is Reached: Do Nothing

Second Checkpoint - No references or settings

Damage Volume with damage type ‘elimination’ for testing.

You could try spawn limit of 2 via a class/team , the initial elim will continue from checkpoint on out of respawns change their team to an unused team (island settings on out of respawns) you could name the team “starting line” or “team select” or something then make then enter a class selector to re enter as a competing team again to complete the loop, you could even reset their class change back to a 2 lives on each checkpoint completed if you wished, I use a similar method on 4481-5841-4128 (it’s not a deathrun but the cycle is kind of the same, you have to enroll onto a team each round to participate)