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MissionMaker Checkpoint Settings

Telonof edited this page Jun 5, 2026 · 4 revisions

Checkpoint Settings

Checkpoints are used in every mission type but collect, escape and drift trials.

Aside from offroadRacingLine, each setting will be located inside a <checkpoint> element. Each checkpoint is inside a <checkpoints> element, and the order you put the checkpoints in is the order they will appear in-game.

Example:

<root>
	<offroadRacingLine>true</offroadRacingLine>
	<checkpoints>
		<checkpoint>
			<!-- settings will go here -->
			<position>0,0,0</position>
			<yaw>270</yaw>
		</checkpoint>
	</checkpoints>
</root>

Each checkpoint also reads a <position>, <yaw>, <pitch>, and <roll> setting. It is recommended to keep pitch and roll 0. For more information on these, read the movie setting.

Important

When making lapped races, put the finish line as the first checkpoint. This is because the game hides the first checkpoint until you complete one lap and treats the 2nd checkpoint as the first one.
When setting the finish line, make sure it is either ahead or before the starting grid to avoid bots from getting confused on spawn.

offroadRacingLine

(Default: false)

Setting this to true will change the racing line to favor shortest distances even between roads, much like how a raid mission will treat it's racing line. Keeping this false will favor roads.


Left side shows racing line set to false, right side shows true, notice it aims for the invisible checkpoint instead of the next checkpoint.

Example: <offroadRacingLine>false</offroadRacingLine>

unlock

(Default: The next checkpoint)

This lets you set what checkpoints unlock upon clearing the checkpoint this setting is applied in.

Using numbers separated with commas, you can set specifically what checkpoints in the checkpoint list will unlock.

You can also set multiple checkpoints that will unlock. Bots will choose whichever one in the unlock list comes first. 4,2 means bots will choose the 4th checkpoint in the list to go for.

If set to none, the checkpoint pathing will end on the checkpoint this is set, making it act as a finish line. Multiple finish lines are allowed.

Important

When using this setting in races with bots, all paths must have an equal amount of checkpoints. If one path has less than the other the finish line will not work if it detects the bots with a higher cleared checkpoint count.

Example:

<checkpoint>
	<unlock>2,4</unlock>
	<!--Unlocks the 2nd and 4th checkpoint in the list-->
</checkpoint>

Note

Every setting after this should be setup for you with the position grabber.
It is still highly recommend you read the rest of the page as it has very useful info.

snap

(Default: true)

Setting this to true will attempt to snap the checkpoint to the ground. It's range is short so putting a checkpoint high in the sky most likely will not snap it back to the ground.

Example:

<checkpoint>
	<snap>true</snap>
</checkpoint>

invisible

(Default: false)

Invisible checkpoints are by far the most important aspect to races and to a lesser extent time trials.

Races

In races, these serve as the checkpoints you don't see or have to clear, but guides your racing line and more importantly, guides the bots.

By neglecting to put checkpoints relatively close to each other, you may find bots simply teleporting to the next non-invisible checkpoint.


Mission just started and the bots immediately teleported.

This is not an issue if you put regular checkpoints very close to each other, but if you wish to space out your checkpoints, putting invisible checkpoints in-between will guide the racing line exactly how you wish the race to go.

The game will normally pick the shortest path to the next checkpoint, so you may encounter cases where the racing line encourages you and the bots to go in a completely different direction you hoped it would go if no invisible checkpoints are placed.

Invisible checkpoints are also useful for when the player (and bots) use back-on-track. Without invisible checkpoints, the game may put you back at a previous checkpoint you cleared which could be kilometers away. With invisible ones set it'll choose those checkpoints instead.

They also are used to calculate positioning in races. If you choose to have checkpoints very spaced out, you may find the racer list not updating your positions correctly as they only calculate when racers are in distance of any kind of checkpoint.

Time Trials

In time trials, invisible checkpoints have the same benefit as back on tracks and racing lines, but they can also be useful as replacements to regular checkpoints.

Say you wish to have particular timing on a mission, and you find you cannot clear the time between two certain checkpoints. Rather than having to reset the timings of the mission (especially problematic when 3/4'ths of your mission already work with the current timing set), you can simply make the checkpoint you cannot clear invisible and the invisible one visible.

This moves the checkpoint without having to go in and grab a brand new position, so having plenty of invisible checkpoints is a great way to have backups if some do not work as intended.

Important

Do not set them to invisible for takedown events, all checkpoints will already be invisible to the player.

Example:

<checkpoint>
	<invisible>true</invisible>
</checkpoint>

width

(Default: 10.0)

Using a float, sets the width of the checkpoint.

Example:

<checkpoint>
	<width>10</width>
</checkpoint>

height

(Default: 10.0)

Using a float, sets the invisible bounding box height of the checkpoint.

Example:

<checkpoint>
	<height>10</height>
</checkpoint>

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