I've always thought of checkpoints as being similar to save points in that you can always restart at a checkpoint without losing any progress that happened before you reached that checkpoint.
If your track has 10 checkpoints, and you restart at the fifth one, you don't have to go through CPs 1-4 again.
Up until tonight, I was operating under the assumption that MT triggers respected and worked with this system. In other words, if I have a trigger A at the beginning of the track between CPs 1 and 2, and I hit that trigger, and then hit CP 2 afterward, I expected that if I restart at CP2, then trigger A will still be flagged as triggered.
Apparently I am wrong (or just missing something?), since it seems like if you EVER respawn at a CP, all MT triggers in the track are immediately cleared (treated as if none of them have been hit).
That really, really sucks.
I have been working on a gigantic track with various "gates" (example: you can't go through this area that's filled with poison gas until you find the valve in the other part of the track that shuts off the gas, which the "death" trigger checks for, and if you've shut off the gas, then you're safe).
Apparently if the player shuts off the gas, goes through a CP, and then respawns at that CP, the gas shut-off trigger is flagged as untouched again, even though the "save point" (checkpoint) happened afterwards?
Please tell me I'm missing something. I see the "Global Clip" flag, which sounds like something that might fix this, but it seems that you can only flag one clip with it, and then all it does is make that clip active in a replay instead of in-game? Or something?
I realize I'm an idiot for not checking this before putting tons of work into a track, but it never even crossed my mind that Nadeo might implement a trigger system, with built-in dependencies, and then make all those dependencies get zeroed-out when the player respawns--that's just so incredibly backward and counter intuitive that it blows my mind.
That would basically mean that if you want trigger dependency to work properly, you'd always have to have dependent triggers right next to one another? And hope the player doesn't respawn for some reason?
I HAVE to be missing something...