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Making checkpoints and make them WORK
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Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
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Post: #11
RE: Making checkpoints and make them WORK
Then you should activate the checkpoint before picking up the key, with a script area or else; and remove all "Remove Callback after interaction"-like checkboxes for the key interaction callbacks.

I might be able to help if you pm me, but know that I'm still a noob to all these things.

(This post was last modified: 02-06-2011 10:59 AM by Tanshaydar.)
02-06-2011 10:58 AM
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Pandemoneus Offline
Senior Member

Posts: 328
Joined: Sep 2010
Reputation: 0
Post: #12
RE: Making checkpoints and make them WORK
AutoSave just creates a savegame, but you can't load it automatically.
The devs made a few scripts that trigger when you die, so other things happen and so on. You will have to implement something like that aswell or take a look at the original script files.

02-06-2011 04:05 PM
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Tanshaydar Offline
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Posts: 3,091
Joined: Mar 2009
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Post: #13
RE: Making checkpoints and make them WORK
I'm searching game's hps files, but I couldn't find a proper script to do what is needed: making the key untouched after touching and dying.

02-08-2011 03:21 PM
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Beatlebattle Offline
Junior Member

Posts: 27
Joined: Jan 2011
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Post: #14
RE: Making checkpoints and make them WORK
I'm not familiar with those scripts either. By the way Lev4.hps has 2 times

void OnStart()

You might wanna change that in yours too since the map isnt loading
02-08-2011 03:42 PM
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Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
Reputation: 66
Post: #15
RE: Making checkpoints and make them WORK
Well, that's no problem, but for the problem here only thing I can think of is to load manually a save.

There is one more solution, but it's really dumb and hard. And for each death, must be implemented, so it's not really a solution.

Main game itself has this issue too, once you die, monsters disappear...

02-08-2011 04:53 PM
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