Malnok may have your checkpoint solution. It may be a tougher trick to combine scoring from both Kills and Laps.
The lap scoring works, the only problem is that if you have multiple teams pass at the same time the score may not update correctly.
The problem I’ve run into is that vehicles in team game modes don’t have a team association whenever you spawn in them. If they did I could make the lap boundary activate by object and it’s eliminate a lot of problems. But alas...
I may have found a working solution. I'm attempting testing right now, though this late at night it's hard to find an audience.
I have time later tonight to show you if you want. I'm still making little tweaks here and there to make it just right.
I just looked at this in forge, very cool, The race checkpoints are just to guide them around, so I see how the Kills will work with it. I've had trouble with checkpoint zones and other zones intersecting. If there was a small gap between your checkpoint 6 zone and the 6-Point Lap Zone it gives the game 'heartbeat' a chance to catch players crossing both areas. The diamond markers can stay where they are, I really like how you used those too. -edit- Just realized the one I looked at is Track 1, if it's an earlier vers., the same may be true. ...'coastal'
If your other fixes didn't solve the issue. Try changing the vehicle spawn to 'use existing' in the gametype options. Starting Weapons and Vehicles> Vehicle Creation = Use Existing Vehicle
I worked with Sword and he really helped me out to find a solution to the scripts. Now there shouldn’t be any issues at all
That's awesome, I've tried the same sort of thing and failed a couple times. I was too caught up with using the checkpoint count, your solution should work great. I mentioned the 'Existing vehicle' setting because it solved some Team-Respawn issues we had with Rocket Race awhile back. Cool Race Map!