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==== Checkpoints ==== The number of checkpoints you need depends on the details of your track. You need enough to make sure the drivers don't take any shortcuts, or at least not ones you haven't planned. More is usually better if you're not sure. Checkpoints are '''Trigger''' objects of the type '''CheckPointTrigger'''. You can find them in '''Mission Objects->Mission''', and creating one gets you a popup like this: [[File:MB_Screen17.jpg]] Pressing the button allows you to select the type of trigger. You can call it whatever you want, but I'm just going to call mine checkpoint1. This will be the first checkpoint ''after'' the start/finish line. Hitting OK will get you a tiny yellow box. You need to resize this to go across your track - the controls are the same as for other objects. Make sure you cover the whole track out as far as someone could legitimately drift. It also needs to be set into the ground, and go high enough to catch jumps. Mine looks like this: [[File:MB_Screen18.jpg]] I decided to extend it a long way out to the right, in case someone drifts up there by mistake. It's set inside the barrier on the left. The actual checkpoint is the angled red cuboid here - the yellow box is just a bounding box, it's the inner one cars will use. Now we just need to add a couple of parameters to the object. In '''World Editor Inspector''' mode you can use the '''Add''' button next to '''Dynamic Fields''' to create new parameters. These are name/value pairs. Create one called ''isLast'' with a value of zero, and one called ''checkpoint'' with a value of one. The result should look like this: [[File:MB_Screen19.jpg]] The ''checkpoint'' value sets the order cars have to pass through the checkpoints, and ''isLast'' sets whether going through the checkpoint ends a lap. You should now be able to go round and create all the checkpoints for your track. Make sure the last one is properly lined up with the finish line, and set isLast to 1. Important point - copying and pasting a trigger will sometimes leave you with the previous object selected instead of the new one. Make sure you know what you're editing the name of!
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