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Checkpoint System

The checkpoint system is the core of Advanced Parkour. It controls route progression, split timing, recovery, and most of the plugin’s competitive tracking.


Each checkpoint receives an index when created.

This order matters because the plugin uses it to determine:

  • Whether the player reached the correct next checkpoint
  • Whether the player skipped ahead
  • Which split time should be recorded
  • Whether the run has reached the final checkpoint

The first checkpoint acts as the start checkpoint. The last checkpoint in the chain acts as the effective finish checkpoint.

In practice, a typical course layout looks like this:

  1. Start pressure plate
  2. Intermediate checkpoints
  3. Final pressure plate at the finish area

The checkpoint selector is given through the setup menu and stores the arena ID in the item’s persistent data.

That lets the plugin safely know which arena the tool belongs to when you place checkpoints in the world.


When a player reaches a checkpoint in the correct order, the plugin calculates:

  • Current run split time
  • Personal best for that checkpoint segment in the current arena

This is why checkpoint placement matters. Well-spaced checkpoints create more useful segment comparisons and better training feedback.


The teleport-to-checkpoint item returns players to their last valid checkpoint.

Consequences:

  • The session fail counter increases
  • Perfect-run eligibility is lost
  • The global statistic checkpoint_teleports increases

Advanced Parkour also creates hologram text for:

  • Start point
  • Intermediate checkpoints
  • End point

These are driven by the holograms section in messages.yml and are recreated based on checkpoint data.