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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.