Checkpoint system not working in game

I am currently working on Rainbow Road in my Mario Kart game, but I am having trouble with the checkpoint system.

Checkpoint system

How the checkpoint system works: There are 14 zones throughout the 2 laps of my map (the 2 laps are the same, so the zones overlap slightly, but that shouldn’t be a problem). There are 9 zones for lap 1 (including the one at the finish line) and 5 for lap 2 (including the one at the finish). When you enter a zone, for example Zone 2, the zone broadcasts on the channel rr2scope. This is then picked up by a trigger, which broadcasts on the channel rr2. The triggers are all set to activate on rr[x-1] and deactivate on rr, where x is the number of the zone that triggers the trigger. For zone 9, there is a counter that increases the lap count when receiving on rr9, and zone 14 (the final zone) sends a message that marks the player as finished and teleports them to the postgame area. All triggers are set to player scope. The very first trigger is set to activate on the channel that transmits when the game is started or restarted (which transmits for all players).
It’s possible that I missed some details, so if you need more clarification, please let me know.

The problem

When I test Rainbow Road, whenever I complete a lap, the lap counter doesn’t go up. When I complete the second lap, the game doesn’t mark me as finished with the track. I confirmed that all of the zones stretch from wall to wall and are unskippable, that all zones exist, and that all of the triggers are set up properly. What could be the problem?

Edit: The lap counter has no functional purpose outside of displaying the laps for the player.

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What’re you using as the lap counter? An actual counter, a game overlay, or something else?

Huh. Do you have the exact same code for each track?
I’d do some of your basic troubleshooting-- checking that you spelled each channel correctly (which has actually happened to me on multiple occasions :skull:), making sure that the channels are transmitting (by hooking up a counter to increase on each channel), etc.

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I am using a counter which updates a property, which then updates a game overlay. The lap counter is definitely working in other tracks.

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Refresh, restart, recheck

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I did, and the problem persists.

Perhaps if your lap counter is supposed to count laps and then trigger the End Game, check that the target value right ( if it is a 2-lap race, the target should be 2) or if your finish line checkpoint or zone is set to “Once”, it will work for the first lap, but will not trigger again on the next laps, so you should check that the activation limit is Infinite for multiple laps.

Can I see the settings of the counter?

I’m a little confused. I think you just need a zone at the end of each lap. It will be simpler and use less space. As far as the problem goes, how are you setting up the overlays?

The counter is only used to count the laps on the player’s screen, it doesn’t affect any internal calculations.

If I were to use a zone at the end of each lap only, the player could just move back and forth and cheese the race.

how are you setting up the overlays?

What do you mean by that? I don’t think I mentioned overlays.

Oh ok.