SetPlayerRaceCheckpoint

Description

Creates a race checkpoint. When the player enters it, the OnPlayerEnterRaceCheckpoint callback is called.

NameDescription
playeridThe ID of the player to set the checkpoint for
typeType of checkpoint.0-Normal, 1-Finish, 2-Nothing(Only the checkpoint without anything on it), 3-Air normal, 4-Air finish, 5-Air (rotates and stops), 6-Air (increases, decreases and disappears), 7-Air (swings down and up), 8-Air (swings up and down)
Float:xX-Coordinate
Float:yY-Coordinate
Float:zZ-Coordinate
Float:nextxX-Coordinate of the next point, for the arrow facing direction
Float:nextyY-Coordinate of the next point, for the arrow facing direction
Float:nextzZ-Coordinate of the next point, for the arrow facing direction
Float:sizeSize (diameter) of the checkpoint

Returns

1: The function executed successfully.

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

Examples

//from Yagu's race filterscript, (c) by Yagu
public SetRaceCheckpoint(playerid, Airrace, target, next)
{
if (next == -1 && Airrace == 0)
SetPlayerRaceCheckpoint(playerid,1,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
0.0,0.0,0.0,CPsize);
else if (next == -1 && Airrace == 1)
SetPlayerRaceCheckpoint(playerid,4,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
0.0,0.0,0.0,CPsize);
else if (Airrace == 1)
SetPlayerRaceCheckpoint(playerid,3,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
else
SetPlayerRaceCheckpoint(playerid,0,RaceCheckpoints[target][0],RaceCheckpoints[target][1],RaceCheckpoints[target][2],
RaceCheckpoints[next][0],RaceCheckpoints[next][1],RaceCheckpoints[next][2],CPsize);
}

Notes

warning

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

Related Functions