Need help with my checkpoint system!

This is my 1st post here, so forgive me if I make any mistake with the formatting!

I’m making a teleportation system for my obby game where you can freely go back to any checkpoint you have claimed before. I am using this line of code to teleport players:

char:SetPrimaryPartCFrame(CFrame.new(checkpointstore:WaitForChild(checkpoint).Position + Vector3.new(0, 4, 0)))

However in the image attachment below, when players get teleported to the checkpoints they always face towards the red arrow instead of the blue arrow which is where the obby continues.

I’ve looked around in the forums but couldn’t find a solution that worked.
How would I make the Player’s character face towards the blue arrow (relative to the orientation of the checkpoint)?

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is this also the case when the player spawns? if so, since you’re copying the cframe of the checkpoint, you’re also copying the orientation.

if you don’t wanna hardcode a solution like add 90 degrees, I recommend rotating the checkpoints so they face the right way

Yes, it is. Since this is not a local script and a multiplayer obby I want to avoid rotating the spawn itself if that’s possible.

I know, you would probably have to rotate all of your checkpoints and thats tedious, but by adding a rotation in code, you are still depending on your checkpoints not being inconsistent, since it wouldn’t work if any of the checkpoints are rotated differently (if the “blue arrow” of any of the checkpoints aren’t facing to the direction you want)

Yeah, unfortunately the obby has some turns in it and the checkpoints are rotated differently. If the solution this way is hardcore then I will try to find a different solution, thanks for the info either way.

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