Instead of making this like an actual easter egg from COD Zombie and having you do complicated steps in the right order, i’m doing a boss that you have to eliminate at the end. I realized some problems: What if the player couldn’t predict where an enemy/zombie’s projectile was heading, and they were low on health and they return to the very beginning. Yeah, i was thinking of this to be a solo/co-op easter egg/main quest and people cannot rage quit,so i need help making checkpoints. I know i can trust any one of you guys to help, fellow zombie hunters!
-Quick Revive
Make an invisible Vending Machine next to a barrier above a teleporter, kinda like the ones in One Way Out if you’ve played it.
Then the teleporter leads to another one to a stage where the player once was so if the player dies, they can return back to the checkpoint
And the checkpoints can’t be everywhere. It must be at a certain point, so it’s rewarding
Yeah, so basically one room with all the checkpoints like in One Way Out
(also i forgot to mention but make sure the vending machines for the checkpoints are not active on game start and activate when you clear the room associated with that checkpoint)
how do i do the invisible vending machines and stuff
so now what? i turned it off so it cant be seen in game
You can’t see it in-game, but it is still interactable and purchasable.
I just suggested making it invisible in-game so it’s not that messy.
yeah yeah i know, what’s the next thing i have to do for checkpoint?
Did you do everything I mentioned in this previous post?
If yes, you’re done.
How it works is when the player buys from the Vending Machine, it deactivates the barrier covering the teleporter and allows the player to return to their previous progress.
some of it seems very confusing
Okay, let me get some pictures, just wait.
So is this going to work?
You could use lasers which have preview lines and you can lower the damage on.
I can already make the lasers deal less damage, i need the checkpoints
respawners, that is what you need.
Ok, how do i make them into checkpoints
Player presses button (that activates checkpoint) → Increment Counter (that is tied to property “checkpointlevel”)
Player Knocked Out (lifecycle) → Trigger
Block code:
broadcast message on channel (create text with) [checkpoint] (get property) [checkpointlevel]
Then, have teleporters teleport you to a certain place, like at checkpoint1. I got this from @Myze
thanks a ton, buddy! Really helped me out today!
so first,do i need to wire the lifecycle to the trigger?