Sets a checkpoint (red cylinder) for a player. Also shows a red blip on the radar. When players enter a checkpoint, OnPlayerEnterCheckpoint is called and actions can be performed.

playeridThe ID of the player for whom to set a checkpoint.
Float:xThe X coordinate to set the checkpoint at.
Float:yThe Y coordinate to set the checkpoint at.
Float:zThe Z coordinate to set the checkpoint at.
Float:sizeThe size of the checkpoint.


1: The function executed successfully.

0: The function failed to execute. This means the player specified does not exist.


// In this example the player's checkpoint will be set when they spawn.
// On entering the checkpoint they will receive $1000 and the checkpoint will be disabled.
new bool: gOnCheck[MAX_PLAYERS];
public OnPlayerSpawn(playerid)
SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
gOnCheck[playerid] = true;
return 1;
public OnPlayerEnterCheckpoint(playerid)
if (gOnCheck[playerid]) // if it's true
GivePlayerMoney(playerid, 1000);
gOnCheck[playerid] = false;
return 1;



Checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' checkpoints (only show them when players are close enough), use a checkpoint streamer.

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