If you want to help us maintaining this wiki, check out our discord server: https://discord.gg/3u69jMa
*Checkpoint
Jump to navigation
Jump to search
class Checkpoint extends Actor
placeable
hidecategories(AI,Collision,CollisionAdvanced,Karma,LightColor,Lighting,marker,Sound);
function Trigger( actor Other, pawn EventInstigator )
{
GotoState('Saving');
}
state Saving
{
Begin:
Sleep(0.1);
if (Level.GetLocalPlayerController().Pawn == None || Level.GetLocalPlayerController().Pawn.bIncapacitated)
Goto('Begin');
if ( Level.GetLocalPlayerController().CanAutoSave() )
Level.GetLocalPlayerController().CheckpointSaveStarted();
Sleep(0.1);
Level.GetLocalPlayerController().AutoSave();
GotoState('');
}
defaultproperties
{
bHidden=True
}