CheckpointUsePoint
v1.4.8
A use point that saves a checkpoint id when the player stands on it. The return position is a child tagged sp_checkpoint.
Find placed ones in the Scene panel with s:CheckpointUsePoint. See Filter.
Where you put it
Add the script to the machine entity. It collects standing points on itself and on its children. Add a child tagged sp_checkpoint for the return position. The use prompt is Checkpoint, action Use.
What you set
| Panel field | What to do with it |
|---|---|
| UniqueId | Number saved when the player is on a standing point. Default 0. |
| PilotStandingPointTag | Tag of the pilot standing point. Default Pilot. |
| AmmoPickUpTag | Ammo standing-point tag. Default ammopickup. The checkpoint does not use one. |
| WaitStandingPointTag | Wait-point tag. Default Wait. The checkpoint does not use one. |
| NavMeshPrefabName | Navmesh prefab for this entity. The prefab leaves it empty. |
What it does
While the player occupies any standing point on this machine, the checkpoint mission stores UniqueId, unless an enemy is cautious, patrolling-cautious, or alarmed. A later visit moves the player to the sp_checkpoint child when the saved id matches and no CheckpointArea claimed that id first.
Where it lives
Managed script on the usable-machine base. Only the prefab below stores it. No scene file contains the script.
Examples
Use point under the checkpoint machine. SandBox\Prefabs\sp_editor_spawnpoints.xml. The parent entity checkpoint_usable_machine has EventTriggeringUsableMachine. The child use_point has this script and a StandingPoint. UniqueId is 0. The four machine tags are the defaults. use_point is tagged Pilot and sp_checkpoint. Its child sp_checkpoint_player is tagged sp_checkpoint.