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Checkpoints

Checkpoints create new respawn locations for the player, should they die or be dismembered. You're free to incorporate as many checkpoints as needed into your map. Checkpoints should be triggered whenever the player completes a major combat scenario, passes a significant navigational challenge, or reaches an area they can no longer backtrack from.

Avoid setting checkpoints immediately before a skirmish or too close together in succession. A built-in delay system is provided for checkpoints activated through the Encounter Manager. Ideally, checkpoints should be spaced approximately every five minutes of gameplay.

Whenever the player collects a player progression item or Map Hack, it will be saved to their profile and be immediately reflected in the Dossier. Should the player perish, all player progression items will be retained and will have a persistent collected state on subsequent playthroughs.

When a player obtains a progression item or Map Hack, these will be instantly saved to their profile and displayed in the Dossier. If the player dies, these items will still be retained and will remain collected in following playthroughs. However, if a player gathers a resource, it will not be saved until a checkpoint is reached. In the event of a player's death, any resources gathered since the last checkpoint will be lost and will resurface for collection in future playthroughs.

Add a Checkpoint to a Map​


  1. Add a player start entity in idStudio World Editor: Right-click and select New Entity → Player → Start. (This will be your respawn point.)

  2. Add a trigger: Right-click and select New Entity → Triggers → Trigger. (This will trigger the checkpoint.)

  3. Add a state change target: Right-click and select New Entity → Target → layerstates → layer_state_change. (This will save the checkpoint after the trigger fires.)

  4. Select and resize the trigger that was placed in Step 2 to ensure the player will pass through it.

  5. In the Entity Inspector, set the Targets → num property to 1.

    • Then select the layer state change entity for the Targets → item[0] property.
    • The layer state change entity is now activated by the trigger entity.
    tip

    You can also first select the trigger, then shift select the layer state change entity (the target) and press Ctrl+K.

  6. Select the layer state change entity placed in Step 3.

    • In the Entity Inspector, set the playerSpawnSpots → num property to 1.
    • Then select the player start entity for the playerSpawnSpots → item[0] property.
  7. Your checkpoint is now complete. A player will respawn at the new player start entity location.

info

Checkpoints will work in serial; the most recently triggered checkpoint will be the respawn point.