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✓ ANSWER ACCEPTED

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

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 ?

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)

6 comments

0

Assuming all checkpoints have the ProximityPrompt as a child, you can do; plr.RespawnLocation = script.Parent.Parent

0

RespawnLoacation is not a valid member of Player "Players.Split_s" , How Do I Fix This

0

ohhhh, i made a spelling error, its "RespawnLocation"

0

Expected SpawnLocation got Part for Player:RespawnLocation.

0

its supposed to be a spawn location part not just a random part

0

Yeah , Im Dumb , Thank You For All Your Help

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