Checkpoint Device
checkpoint device
checkpoint_device in ~90 seconds.A racer swings through the jungle vines, hits the start ring, and the finish line ahead suddenly lights up, ready for their final dash.
The race checkpoint device tracks exactly where players are on your course, firing events when they pass and letting you enable or disable rings on the fly.
We declare our start and finish devices, disable the finish line at the start, then subscribe to the start line's completed event to enable the finish line when the player passes through.
Reach for this when you need to sequence a race, lock doors until a player hits a trigger, or track progress through an obstacle course.
canopy_race := class(creative_device):
@editable
StartLine : race_checkpoint_device = race_checkpoint_device{}
@editable
FinishLine : race_checkpoint_device = race_checkpoint_device{}
OnStartPassed(Agent : agent) : void =
FinishLine.Enable()
OnBegin<override>()<suspends>:void =
FinishLine.Disable()
StartLine.CheckpointCompletedEvent.Subscribe(OnStartPassed)
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