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Question by sohail3389 · Jul 18, 2012 at 11:36 PM · gameracecheckpoints

How Do I Set The Number Of Laps?

//My Player script

var checkPointArray : Transform[]; //Checkpoint GameObjects stored as an array private static public var currentCheckpoint : int = 0; //Current checkpoint private static public var currentLap : int = 0; //Current lap private static public var startPos : Vector3; //Starting position private var moveMultiplier : int = 8; //Multiplies the Input.GetAxis movement of our player

function Start () { //Set a simple visual aid for the Checkpoints for (objAlpha in checkPointArray) { objAlpha.renderer.material.color.a = 0.2; } checkPointArray[0].renderer.material.color.a = 0.8;

 //Store the starting position of the player
 startPos = transform.position;

}

function FixedUpdate () { //Movement for the player (Standard Input: Arrow Keys/W,A,S,D) rigidbody.AddForce(Input.GetAxis("Horizontal")*moveMultiplier, 0, Input.GetAxis("Vertical")*moveMultiplier); }

//my checkpoint script

static var playerTransform : Transform; //Store the player transform

function Start () { playerTransform = gameObject.Find("Sphere (Player)").transform; //Set the player transform }

function OnTriggerEnter (other : Collider) { //Is it the Player who enters the collider? if (!other.CompareTag("Player")) return; //If it's not the player dont continue

 //Is this transform equal to the transform of checkpointArrays[currentCheckpoint]?
 if (transform==playerTransform.GetComponent(player).checkPointArray[player.currentCheckpoint].transform) {
    //Check so we dont exceed our checkpoint quantity
    if (player.currentCheckpoint+1<playerTransform.GetComponent(player).checkPointArray.length) {
      //Add to currentLap if currentCheckpoint is 0
      if(player.currentCheckpoint==0)
       player.currentLap++;
      player.currentCheckpoint++;
    } else {
      //If we dont have any Checkpoints left, go back to 0
      player.currentCheckpoint=0;
    }
    visualAid(); //Run a coroutine to update the visual aid of our Checkpoints
    //Update the 3dtext
    Camera.main.GetComponentInChildren(TextMesh).text = "Checkpoint: "+(player.currentCheckpoint)+" Lap: "+(player.currentLap);
 }

}

function visualAid () { //Set a simple visual aid for the Checkpoints for (objAlpha in playerTransform.GetComponent(player).checkPointArray) { objAlpha.renderer.material.color.a = 0.2; } playerTransform.GetComponent(player).checkPointArray[player.currentCheckpoint].renderer.material.color.a = 0.8; }

[My question is ... How do i create a finishing point like for example i have 42 checkpoints, and i want 3 laps, after 3 laps i want the game to end and proceed to the next level].

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Answer by GluedBrain · May 05, 2013 at 10:05 AM

Laps and checkpoints

check this out

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