mmh... if i use your script what do i put in the doors trigger (script_flag)??
Step 3 explains the triggers. I'm not sure how to say this differently, but I will try.
Basically, when you select a trigger in game you are waving a flag to the game that says, hey, look at me. It looks at the flag and says, okay, I checked my dlc3_zone and it says these zones are adjacent so I am adding them to the list!
Not really, but you get the point? The flag for the trigger matches the <flag> in your script that connects your zones. So if zone A connects to zone B and you have a
Then the KVP script_flag on the trigger that is on a door between those two zones would get A_connects_B, hence announcing there adjacentivityness. (That's not a word.)
I'm afraid you will have to be more specific. I advise you to recheck your KVPs, compile if typo is found, refresh your mod and rebuild it, making sure not to have COD open at this time. Trigger raises flag to activate zone. (make sure trigger flag matches script flag) Zone activates spawners chance of spawning. (make sure script zone matches volume zone matches zone spawner)
This person had a similar problem the other day and was not able to resolve it without starting another map but couldn't find anything different between the two maps.
sorry, i've don't answered quickly but in italy was late and i've gone to sleep after posting that... however with that scrip zombies spawns only in te first room
trigger use of the doors are perfect... i don't know where is the issue...
You've now been warned twice for not using code tags. It's a forum rule that when pasting code on the forum you must use code tags. Please do not fail to do this again.
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i'm so sorry, next time i will be more carefull...
Thank you. In case you don't know how to use the code tags, you press the # button on the post toolbar to create code blocks in the textbox below, then you put your script between the two blocks. Like this:
yes. now i've put in the map the debugger and when i open the 2b_zone it says that "2b, 3, g spawners are been activated" and zombies spawns everywhere!
like that independently of what zone you're in before buying a trigger, you just need one flag for all the triggers that activate that zone. and @makecents no. it doesnt connect "a" with "b". ex
g zone is where the player is"supposedly an already active zone". "6_zone" isnt active so it waits the flag "enter_6_zone" to activate it.
i say this cause i used to think of it that way and i got thousands of script runtime errors and non working zones :l
Yes it does "connect" a to b. connect - bring together or into contact so that a real or notional link is established. The link is that they are adjacent. I'm sure you are aware that what the string says doesn't matter, "connect", "enter", or "lady_gaga", as long as the flag isn't used somewhere else anyway. I was merely using this word to help explain in a different way, that helped me, since the enter_zone way wasn't helping the OP. Now for your example: Where you do this kind of thing a couple times:
This is not necessary on simple 2-way zoning. You only need one flag to declare a zone adjacent to another and active. Using the word "enter" seems to make people believe that they have to enter each zone from another, but that usually leads to issues, like below. The zones are adjacent and do not matter which you are entering. If not active the zone manager will handle it and both will be adjacent to each other, unless declared otherwise.
oh haha i understood wrong your post because of how his zones we're set up and well im not sure i get what you're saying about the setup but i just removed useless flags. i didnt changed his setup although as you said there's some lines that dont need to be there