Firstly I apologise for making another bloody zone thread but they are really getting on my nerves now!
I have the UGX standalone 1.1 beta installed but do not like using the stock zombie_doors as I find them too restrictive in terms of not being able to add my own scripts to them. I have only a couple of the stock zombie_doors and they work perfectly. However, when adding custom doors into my map, my first problem was that they would not enable the zones that they unlocked. After a while I solved this issue by adding:
enable_zone(zone_name);
at the end of my custom door scripts. I have now realised the next biggest problem my custom doors have.. They do not appear to actually link the zone spawners to their adjacent zones. For example, my start_zone spawners are working no problem when I initially start the game. However when I open the first adjacent zone, and the zombies in that zone only spawn when I am physically inside that volume. Same goes with the start zone spawners, they only actually spawn when I am inside the start_zone.
I'm sure my zones are working fine because for all the stock zombie doors I am using in the map, the adjacent zone spawners are always working normally.
Any one have any idea?
Double Post Merge: February 05, 2016, 05:47:06 pm
After another day searching through the various functions to do with the default zombie_doors, I found something I must have just overlooked before.. a function called flag_set was seen being called in every zombie_door. I originally found a flag_init but after testing around with it, found that it still wasn't activating the zones properly. So now, in order to get the zones to work PERFECTLY with custom doors, you must add these two lines after your door has been activated.
flag_init( zoneToActivate );
flag_set( zoneToActivate );
Then just define zoneToActivate earlier on in the door script as whatever zone that door unlocks.
Hopefully I have helped out anybody else running into this problem!