I donāt know if this is relevant, but whenever I play a game with checkpoints, letās say AoMS-
Letās say I made it to Chapter 3 without collecting the Chapter 2 checkpoint.
I have the C3 checkpoint but not the C2 checkpoint.
But letās say I fall down to C2 and grab the C2 checkpoint.
Now, when I click the Respawn button, I respawn to C2, even though I have the C3 checkpoint- because the most recently claimed checkpoint is somehow the one I go to.
Prolly not related to update order but thought it was interesting : /
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because the game only sends you to the checkpoint youāve collected last
like, why spend more time trying to make that type of system when you can frustrate players be lazy take a more logical approach when it comes to games
of course, thatās 99% not true, but thatās just how the game is programmed
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Oh? Thatās interesting, and I think thereās an easy workaround to that issue! Just give the player something upon clearing a level, and if they get KOed, send them to level #(Item number) using block code!
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Letās say thereās a blockcode on a trigger for example, and thereās an else block. How quickly would the else block run after confirming the else if(s) block(s)? And if a trigger has the same delay, and they trigger at the same time, which one would be the first to run?
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So, to clarify you mean that there is an if-else block in a trigger? And then how soon would the else section execute after the if section is checked?
If so, thereās not a specific time for this, I believe. Based on what josh has said about loops, I believe each block of code is just run as fast as the server can run them.
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