Hello Disney fans!
I'm looking for an answer associated to the defeat conditions in a play set. I would like to recreate the death system in a toybox, as to how it works on play sets. When a figure dies in an adventure, the game asks to change the figure, call for help, or go to the last checkpoint control, as the player sparks lies on the floor. When you use the defeat manager it asks the player to replace the figure; but if you wait for a little while (like 2 seconds) it generates the "last checkpoint control" message, spawning on the same place. In adventure mode this would mean basically restarting the level, or going to the last checkpoint within that level.
A solution would be not to spawn this message.
Trying to work around this with the checkpoint creativi-toy I try to generate a checkpoint as to where to return if the player decided to go back to the last checkpoint (and by the magic o creativitoys reset everything that follows, as a true game over type, location, enemies, collectibles, the works), however, when done this the player respawns every time in the checkpoint automatically and with the defeated figure, that shouldn't be available.
Is there a way to manage whether to continue with another figure (hence blocking the defeated figure) or "restart" with the same figure? The checkpoint works more like a teleport for defeated figures rather than the checkpoint found in the play sets.
Is there any one who could help me, please? It doesn't seem to make a difference for multiple players either.