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.