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How Can I Set A Checkpoint When The User Interacts With A Prompt ?

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Split_s 21
2 years ago

Hi ! Im Trying To Make A Checkpoint System Like The Ones They Have In Obby's , But Instead Of The Player Touching A Specific Part , They Have To Interact With A Proximity Prompt In Order To Set Their New Spawn Location So When They Die , They Will Be Brought Back To Where They Previously Interacted With The Prompt . Anyone Got Some Ideas ?

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Answered by 2 years ago

you can do a trigger event inside the prompt and then set the player's "RespawnLocation" property to the checkpoint:

script.Parent.Triggered:Connect(function(plr)

    plr.RespawnLoacation = --*YOUR CHECKPOINT*

end)
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Assuming all checkpoints have the ProximityPrompt as a child, you can do; plr.RespawnLocation = script.Parent.Parent MarkedTomato 810 — 2y
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RespawnLoacation is not a valid member of Player "Players.Split_s" , How Do I Fix This Split_s 21 — 2y
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ohhhh, i made a spelling error, its "RespawnLocation" sata5pa3da 286 — 2y
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Expected SpawnLocation got Part for Player:RespawnLocation. Split_s 21 — 2y
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its supposed to be a spawn location part not just a random part sata5pa3da 286 — 2y
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Yeah , Im Dumb , Thank You For All Your Help Split_s 21 — 2y
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