Smile325 Posted November 8, 2019 Posted November 8, 2019 Hey, I created some Checkpoints but every time the PlayerEnterCheckpoint event gives me the first created checkpoint. Example: Player enters checkpoint B the Event will be triggered but the checkpoint object that is given by the event is checkpoint A instead of checkpoint B. public static CheckpointEntity[] checkpointsData = { new CheckpointEntity("clothing1", "clothing", 40, 76.65756, -1389.369, 29.37615, 78.41908, -1391.735, 29.37615, 0.4f, 0), new CheckpointEntity("clothing2", "clothing", 40, -818.6889, -1072.886, 11.3281, -820.0386, -1075.353, 11.32811, 0.4f, 0), new CheckpointEntity("clothing3", "clothing", 40, -1193.171, -768.0584, 17.31864, -1184.503, -766.592, 17.32613, 0.4f, 0), new CheckpointEntity("clothing4", "clothing", 40, -163.4926, -303.1845, 39.73333, -164.7071, -298.638, 39.73327, 0.4f, 0), new CheckpointEntity("clothing5", "clothing", 40, 125.725, -223.8284, 54.55782, 119.1583, -229.6256, 54.55782, 0.4f, 0), new CheckpointEntity("clothing6", "clothing", 40, 424.6331, -809.7939, 29.49222, 422.7147, -807.2881, 29.49116, 0.4f, 0), new CheckpointEntity("clothing7", "clothing", 40, -710.0434, -152.7643, 37.41512, -705.4532, -154.6313, 37.41513, 0.4f, 0) }; public static Checkpoint[] checkpoints = new Checkpoint[checkpointsData.Length]; public static void SetCheckpoints() { for (int i = 0; i < checkpointsData.Length; i++) { double x = checkpointsData[i].positionX; double y = checkpointsData[i].positionY; double z = checkpointsData[i].positionZ; int checkpointType = checkpointsData[i].checkpointType; Vector3 position = new Vector3(x, y, z); float scale = 0.4f; uint dimension = 0; checkpoints[i] = NAPI.Checkpoint.CreateCheckpoint(checkpointType, position, new Vector3(0, 1, 0), scale, new Color(255, 0, 0), dimension); } } Thats the event method: [ServerEvent(Event.PlayerEnterCheckpoint)] public void OnPlayerEnterCheckpoint(Checkpoint checkpoint, Client player) { PlayerInfo playerInfo = Database.GetData<PlayerInfo>("username", player.Name); Vector3 pos = checkpoint.Position; NAPI.Chat.SendChatMessageToAll($"Player just entered the checkpoint at X{pos.X} Y{pos.Y} Z{pos.Z}"); //Vector3 position = Checkpoints.GetCheckpointExitPosition(checkpoint); //string spawn = JsonConvert.SerializeObject(position); //playerInfo.SetTemporaryPlayerSpawn(spawn); //SkinCreationEvents.SendToSkinCreator(player); } checkpoint.Position is always the first element in checkpointsData. Can anyone help me? Smile325
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