SetPlayerRaceCheckpoint

Tags: player checkpoint racecheckpoint

Description

Creates a race checkpoint. When the player enters it, the OnPlayerEnterRaceCheckpoint callback is called.

Name Description
playerid The ID of the player to set the checkpoint for
type Type of checkpoint.0-Normal, 1-Finish, 2-Nothing(Only the checkpoint without anything on it), 3-Air normal, 4-Air finish, 5-Air (rotates and stops), 6-Air (increases, decreases and disappears), 7-Air (swings down and up), 8-Air (swings up and down)
Float:x X-Coordinate
Float:y Y-Coordinate
Float:z Z-Coordinate
Float:nextx X-Coordinate of the next point, for the arrow facing direction
Float:nexty Y-Coordinate of the next point, for the arrow facing direction
Float:nextz Z-Coordinate of the next point, for the arrow facing direction
Float:size Size (diameter) of the checkpoint

Returns

1: The function executed successfully.

0: The function failed to execute. This means the player specified does not exist.

Examples

//from Yagu's race filterscript, (c) by Yagu
public SetRaceCheckpoint(playerid, Airrace, target, next)
{
     if(next == -1 && Airrace == 0)
         SetPlayerRaceCheckpoint(playerid,1,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
                         0.0,0.0,0.0,CPsize);
     else if(next == -1 && Airrace == 1)
         SetPlayerRaceCheckpoint(playerid,4,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
                         0.0,0.0,0.0,CPsize);
     else if(Airrace == 1)
         SetPlayerRaceCheckpoint(playerid,3,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
                         RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
     else
         SetPlayerRaceCheckpoint(playerid,0,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
                         RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
}

Notes

WARNING

Race checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' race checkpoints (only show them when players are close enough), use a race checkpoint streamer.

  • SetPlayerCheckpoint: Create a checkpoint for a player.
  • DisablePlayerCheckpoint: Disable the player's current checkpoint.
  • IsPlayerInCheckpoint: Check if a player is in a checkpoint.
  • DisablePlayerRaceCheckpoint: Disable the player's current race checkpoint.
  • IsPlayerInRaceCheckpoint: Check if a player is in a race checkpoint.
  • OnPlayerEnterCheckpoint: Called when a player enters a checkpoint.
  • OnPlayerLeaveCheckpoint: Called when a player leaves a checkpoint.
  • OnPlayerEnterRaceCheckpoint: Called when a player enters a race checkpoint.
  • OnPlayerLeaveRaceCheckpoint: Called when a player leaves a race checkpoint.