CheckpointTrigger

This logic should be placed near the CheckPoint Switch(ez) on the map.

It will appear as a checkered flag, limp until the CheckPoint Switch(ez) satisfied , flapping afterward.

Each CheckpointTrigger satisfied will cause a SAVE dialog box to open. Also see LevelTime and StopWatch.
Edit Objects Dialog Box
Logic: CheckpointTrigger ... note that this entry is Case SeNsiTiVe! (CheckPointTrigger will not work!)
Image Set: GAME_CHECKPOINTFLAG
Score: >0 (default)
The value in this field represents the number of minutes added to the time that the player has to finish the level initially. (e.g. 3 would be 3 minutes.)
Points: 0 (default)
The value in this field represents the number of seconds that the player has to finish the level initially. (e.g. 75 would be 75 seconds (1 minute and 15 seconds).)
Note: these seconds are in addition to any minutes that were specified in the "Score:" field.