Donut Team is a labor of love, built and maintained by a small group of passionate developers. We invest our own time and resources to offer our tools, mods, and web services completely free of charge.

We don't run ads, and we will never sell your data - period.

If you've enjoyed anything we've created, please consider supporting our work with a one-time or monthly donation via our Ko-fi page . Every contribution helps us continue building great experiences for the community.

Dismiss
  • Modding Tools
  • Lucas' Simpsons Hit & Run Mod Launcher
  • Hacks
  • Mod Requirable Hacks
  • Additional Script Functionality
  • Console Commands
  • MFK Commands
  • Mission Initialisation
  • Stages
  • Checkpoints

CHECKPOINT_HERE

Available since Version 1.18.

This command adds a checkpoint to a stage.

Scope

This command should be called between calls to AddStage and CloseStage in a mission's initialisation script.

Syntax

MFK
Lua
CHECKPOINT_HERE();
Game.CHECKPOINT_HERE()

Examples

MFK
Lua
AddStage();
	CHECKPOINT_HERE();

	AddObjective("dummy");
	CloseObjective();
CloseStage();
Game.AddStage()
	Game.CHECKPOINT_HERE()

	Game.AddObjective("dummy")
	Game.CloseObjective()
Game.CloseStage()

Notes

Where the player spawns, the ped group, the traffic group and more can be configured when a stage is resumed from a checkpoint with the following commands:

Any parameters set with those commands also affect the defaults for subsequent checkpoints.

Furthermore, you can also use the IfCurrentCheckpoint conditional command to only execute certain commands when resuming from a checkpoint.

What checkpoint is resumed from when failing or restarting is remembered by its index. So if you reached the second checkpoint, you will resume from the second checkpoint regardless of if its on the same stage.