SetPlayerCheckpoint

SetPlayerCheckpoint

Description:
Function SetPlayerCheckpoint sets a checkpoint (red cylinder) for a player. Also shows a red blip on the radar. When players enter a checkpoint, OnPlayerEnterCheckpoint is called and actions can be performed.
Known Bug(s):
  • If a checkpoint is already set it will use the size of that checkpoint instead of the new one.
  • Checkpoints created on server-created objects (CreateObject/CreatePlayerObject) will appear down on the 'real' ground, but will still function correctly. A pickup can be used instead.
Checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' checkpoints (only show them when players are close enough), use a checkpoint streamer.


Parameters:
(playerid, Float:x, Float:y, Float:z, Float:size)
int playerid The ID of the player for whom to set a checkpoint.
float X The X coordinate to set the checkpoint at.
float Y The Y coordinate to set the checkpoint at.
float Z The Z coordinate to set the checkpoint at.
float size The size of the checkpoint.


Return Values:
  • 1: The function was executed successfully.
  • 0: The function failed to execute. This means the player specified does not exist.


Examples:
// In this example the player's checkpoint will be set when they spawn.
// On entering the checkpoint they will receive $1000 and the checkpoint will be disabled.
 
new bool:onCheck[MAX_PLAYERS];
 
public OnPlayerSpawn(playerid)
{
    SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0);
    onCheck[playerid] = true;
    return 1;
}
 
public OnPlayerEnterCheckpoint(playerid)
{
    if(onCheck[playerid]) // if it's true  
    { 
        GivePlayerMoney(playerid, 1000);
        DisablePlayerCheckpoint(playerid);
        onCheck[playerid] = false;
    }
    return 1;
}


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