N.checkpoint on the client side allows you to visually create, remove, and manage checkpoints locally.
It’s ideal for missions, tasks, and interactive areas that only the player should see.
Creates a visible checkpoint at the given position
Stores it inside N.checkpoint.list for easy access or removal
Supports transparency, radius, and custom IDs
⚙️ Parameters
Option
Type
Default
Description
id
string
auto-generated
Unique checkpoint ID (cp_...).
pos
object
—
Coordinates { x, y, z } where the checkpoint appears.
radius
number
1.5
The radius of the checkpoint area.
color
array
[255,255,255,120]
RGBA color of the checkpoint.
dimension
number
0
Dimension the checkpoint belongs to.
type
number
1
Checkpoint type (RAGE default is cylinder).
visible
boolean
true
Whether the checkpoint is visible.
once
boolean
false
Whether the checkpoint is one-time only.
🧠 Returned Object
Returns the created mp.Checkpoint instance so you can modify or destroy it later.
🧩 Example — Local Task Checkpoint
Later you can remove it:
🔧 Remove a Single Checkpoint
🧩 N.checkpoint.remove(cp)
✅ Automatically:
Destroys the checkpoint object
Removes it from N.checkpoint.list
Prevents leaks and leftover visuals
🔄 Clear All Checkpoints
🧩 N.checkpoint.clearAll()
Removes every checkpoint currently active on the client.
✅ Useful when:
Restarting missions or zones
Cleaning up map areas
Resetting UI or player state
🧩 Example: Mission Cleanup
📘 Internal Structure
Each checkpoint saved inside N.checkpoint.list looks like this:
⚠️ Notes
Client checkpoints are local only — they exist for one player.
Server checkpoints are handled separately with N.checkpoint on the server side.
You can sync data using N.cache if you want shared state between players.
Use transparent colors (alpha < 255) for better visual blending.
N.checkpoint on the client side is a lightweight and dynamic system for managing personal checkpoints.
It’s perfect for missions, delivery points, or interactive events visible only to the player.