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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How Can I Set A Checkpoint When The User Interacts With A Prompt ?
1 answer
✓ Accepted answer
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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6 comments
Assuming all checkpoints have the ProximityPrompt as a child, you can do; plr.RespawnLocation = script.Parent.Parent
RespawnLoacation is not a valid member of Player "Players.Split_s" , How Do I Fix This
ohhhh, i made a spelling error, its "RespawnLocation"
Expected SpawnLocation got Part for Player:RespawnLocation.
its supposed to be a spawn location part not just a random part
Yeah , Im Dumb , Thank You For All Your Help