UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

How do I remove the zone debug text

broken avatar :(
Created 9 years ago
by CraftDAnimations
0 Members and 1 Guest are viewing this topic.
2,723 views
broken avatar :(
×
broken avatar :(
Location: gbUnited Kingdom
Date Registered: 28 December 2014
Last active: 4 years ago
Posts
45
Respect
Forum Rank
Legless Crawler
Primary Group
Community Mapper
My Groups
More
My Contact & Social Links
More
Signature
Be sure to follow me on Twitter:
https://twitter.com/CraftDAnimation
×
CraftDAnimations's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
So I am ready to release my first custom zombies map and just need to send it over to YouAlwaysWin before public release.  Before I do this I need to remove the zoning debug text that appears in the top left of the screen.   This is the text that appears when you enter a new zone (see image)



I am using the UGX mod in case that helps.
broken avatar :(
×
broken avatar :(
Location: gbEast Midlands
Date Registered: 7 February 2015
Last active: 3 years ago
Posts
643
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Donations massively appreciated: paypal.me/DanT98
Signature
Stranded
Nacht Der Untoten: Reimagined
Encampment
Encampment V2: BO3 Mod

Mapper and Weapon Porter - I release what I can of my work for the community to enjoy :)
×
ProRevenge's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
ProRevenge's Contact & Social LinksProRevenge
Open up raw/maps, and copy the file called _zombiemode_zone_manager into your mod.

Open it up, delete everything inside, and paste this in:
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;


//--------------------------------------------------------------
//  Checks to see if a player is in a zone_name volume
//--------------------------------------------------------------
player_in_zone( zone_name )
{
// If the zone hasn't been activated, don't even bother checking
if ( !IsDefined(level.zones[ zone_name ]) )
{
return false;
}
zone = level.zones[ zone_name ];

// Okay check to see if a player is in one of the zone volumes
players = get_players();
{
for (i = 0; i < zone.volumes.size; i++)
{
for (j = 0; j < players.size; j++)
{
if ( players[j] IsTouching(zone.volumes[i]) )
return true;
}
}
}
return false;
}


//
// Disable exterior_goals that have a script_noteworthy.  This can prevent zombies from
// pathing to a goal that the zombie can't path towards the player after entering.
// It is assumed these will be activated later, when the zone gets initialized.
deactivate_initial_barrier_goals()
{
special_goals = getstructarray("exterior_goal", "targetname");
for (i = 0; i < special_goals.size; i++)
{
if (IsDefined(special_goals[i].script_noteworthy))
{
special_goals[i].is_active = undefined;
special_goals[i] trigger_off();
}
}
}


//
// Allows zombies to path to the specified barriers.
// All barriers with a script_noteworthy should initially triggered off by
// deactivate_barrier_goals
//
activate_barrier_goals(barrier_name, key)
{
// 
entry_points = getstructarray(barrier_name, key);

for(i=0;i<entry_points.size;i++)
{
entry_points[i].is_active = 1;
entry_points[i] trigger_on();
}
}


//--------------------------------------------------------------
// Call this when you want to allow zombies to spawn from a zone
// - Must have at least one info_volume with targetname = (name of the zone)
// - Have the info_volumes target the zone's spawners
//--------------------------------------------------------------
zone_init( zone_name )
{
if ( IsDefined( level.zones[ zone_name ] ) )
{
// It's already been activated
return;
}

// Add this to the list of active zones
level.zones[ zone_name ] = spawnstruct();
level.zones[ zone_name ].is_enabled = false; // Does the zone need to be evaluated?
level.zones[ zone_name ].is_occupied = false; // Is the zone occupied by a player?
level.zones[ zone_name ].is_active = false; // Are the spawners currently enabled for spawning?
level.zones[ zone_name ].adjacent_zones = []; // NOTE: These must be defined in a separate level-specific initialization
level.zones[ zone_name ].volumes = GetEntArray( zone_name, "targetname" );

/*iprintLn("^5~~~~~~~~~~~~Zone '" + zone_name + "' initialized~~~~~~~~~~~");
if(level.zones[ zone_name ].volumes.size <= 0) iprintLn("^1Error: No volumes found for zone!");
else iprintLn("^2[OK] Volumes in " + zone_name + ": " + level.zones[ zone_name ].volumes.size);*/

//assertEx( IsDefined( level.zones[ zone_name ].volumes[0] ), "zone_init: No volumes found for zone: "+zone_name );

if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
{
// Grab all of the zombie and dog spawners and sort them into two arrays
level.zones[ zone_name ].spawners = [];
level.zones[ zone_name ].dog_spawners = [];

spawners = GetEntArray( level.zones[ zone_name ].volumes[0].target, "targetname" );

/*if(isDefined(spawners) && spawners.size > 0)
iprintLn("^2[OK] " + zone_name + "  has " + spawners.size + " linked spawners.");
else
iprintLn("^1Error: " + zone_name + " has no linked spawners! This MUST be fixed , otherwise the zone is useless and will cause a script_runtime error.");*/

for (i = 0; i < spawners.size; i++)
{
if ( issubstr(spawners[i].classname, "dog") )
{
level.zones[ zone_name ].dog_spawners = add_to_array( level.zones[ zone_name ].dog_spawners, spawners[i] );
}
else
{
level.zones[ zone_name ].spawners = add_to_array( level.zones[ zone_name ].spawners, spawners[i] );
}
}

level.zones[ zone_name ].dog_locations = GetStructArray(level.zones[ zone_name ].volumes[0].target + "_dog", "targetname");

// grab all zombie rise locations for the zone
level.zones[ zone_name ].rise_locations = GetStructArray(level.zones[ zone_name ].volumes[0].target + "_rise", "targetname");
}
}


//
// Turn on the zone
enable_zone( zone_name )
{
level.zones[ zone_name ].is_enabled = true;
//iprintLn("^5Info: All spawners in " + zone_name + " have been enabled.");
// activate any player spawn points
spawn_points = getstructarray("player_respawn_point", "targetname");
for( i = 0; i < spawn_points.size; i++ )
{
if ( spawn_points[i].script_noteworthy == zone_name )
{
spawn_points[i].locked = false;
}
}

activate_barrier_goals( zone_name+"_barriers", "script_noteworthy" );
}


//
// Makes zone_a connected to zone_b.  If one_way is false, zone_b is also made "adjacent" to zone_a
add_adjacent_zone( zone_name_a, zone_name_b, flag_name, one_way )
{
if ( !IsDefined( one_way ) )
{
one_way = false;
}

// If it's not already activated, it will activate the zone
// If it's already activated, it won't do anything.
zone_init( zone_name_a );
zone_init( zone_name_b );

// B becomes an adjacent zone of A
if ( !IsDefined( level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] ) )
{
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] = SpawnStruct();
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].is_connected = false;
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags_do_or_check = false;
if ( IsArray( flag_name ) )
{
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags = flag_name;
}
else
{
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags[0] = flag_name;
}
}
else
{
// we've already defined a link condition, but we need to add another one and treat
// it as an "OR" condition
assertEx( !IsArray( flag_name ), "add_adjacent_zone: can't mix single and arrays of flags" );
size = level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags.size;
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags[ size ] = flag_name;
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].flags_do_or_check = true;
}

if ( !one_way )
{
if ( !IsDefined( level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ] ) )
{
// A becomes an adjacent zone of B
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ] = SpawnStruct();
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].is_connected = false;
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags_do_or_check = false;
if ( IsArray( flag_name ) )
{
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags = flag_name;
}
else
{
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags[0] = flag_name;
}
}
else
{
// we've already defined a link condition, but we need to add another one and treat
// it as an "OR" condition
assertEx( !IsArray( flag_name ), "add_adjacent_zone: can't mix single and arrays of flags" );
size = level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags.size;
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags[ size ] = flag_name;
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].flags_do_or_check = true;
}
}
}


//--------------------------------------------------------------
// Gathers all flags that need to be evaluated and sets up waits for them
//--------------------------------------------------------------
setup_zone_flag_waits()
{
flags = [];
for( z=0; z<level.zones.size; z++ )
{
zkeys = GetArrayKeys( level.zones );
for ( az = 0; az<level.zones[ zkeys[z] ].adjacent_zones.size; az++ )
{
azkeys = GetArrayKeys( level.zones[ zkeys[z] ].adjacent_zones );
for ( f = 0; f< level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags.size; f++ )
{
no_dupes = array_check_for_dupes( flags, level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags[f] );
if( no_dupes )
{
flags = add_to_array(flags, level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags[f] );
}
}
}
}
for( i=0; i<flags.size; i++ )
{
level thread zone_flag_wait( flags[i] );
}
}


//
// Wait for a zone flag to be set and then update zones
//
zone_flag_wait( flag_name )
{
if ( !IsDefined( level.flag[ flag_name ] ) )
{
flag_init( flag_name );
}
flag_wait( flag_name );

// Enable adjacent zones if all flags are set for a connection
for( z=0; z<level.zones.size; z++ )
{
zkeys = GetArrayKeys( level.zones );
for ( az = 0; az<level.zones[ zkeys[z] ].adjacent_zones.size; az++ )
{
azkeys = GetArrayKeys( level.zones[ zkeys[z] ].adjacent_zones );

if ( !level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].is_connected )
{
if ( level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags_do_or_check )
{
// If ANY flag is set, then connect zones
flags_set = false;
for ( f = 0; f< level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags.size; f++ )
{
if ( flag( level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags[f] ) )
{
flags_set = true;
break;
}
}
if ( flags_set )
{
level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].is_connected = true;
if ( !level.zones[ azkeys[az] ].is_enabled )
{
enable_zone( azkeys[az] );
}
}
}
else
{
// See if ALL the flags have been set, otherwise, move on
flags_set = true;
for ( f = 0; f< level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags.size; f++ )
{
if ( !flag( level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].flags[f] ) )
{
flags_set = false;
}
}
if ( flags_set )
{
level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].is_connected = true;
if ( !level.zones[ azkeys[az] ].is_enabled )
{
enable_zone( azkeys[az] );
}
}
}
}
}
}
}


//--------------------------------------------------------------
// This needs to be called when new zones open up via doors
//--------------------------------------------------------------
connect_zones( zone_name_a, zone_name_b, one_way )
{
if ( !IsDefined( one_way ) )
{
one_way = false;
}

// If it's not already activated, it will activate the zone
// If it's already activated, it won't do anything.
zone_init( zone_name_a );
zone_init( zone_name_b );

enable_zone( zone_name_a );
enable_zone( zone_name_b );

// B becomes an adjacent zone of A
if ( !IsDefined( level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] ) )
{
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] = SpawnStruct();
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ].is_connected = true;
}

if ( !one_way )
{
// A becomes an adjacent zone of B
if ( !IsDefined( level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ] ) )
{
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ] = SpawnStruct();
level.zones[ zone_name_b ].adjacent_zones[ zone_name_a ].is_connected = true;
}
}
}


//--------------------------------------------------------------
// This one function will handle managing all zones in your map
// to turn them on/off - probably the best way to handle this
//--------------------------------------------------------------
manage_zones( initial_zone )
{
assertEx( IsDefined( initial_zone ), "You must specify an initial zone to manage" );

deactivate_initial_barrier_goals(); // Must be called before zone_init

level.zones = [];
// Setup zone connections
if ( IsDefined( level.zone_manager_init_func ) )
{
[[ level.zone_manager_init_func ]]();
}

if ( IsArray( initial_zone ) )
{
for ( i = 0; i < initial_zone.size; i++ )
{
zone_init( initial_zone[i] );
enable_zone( initial_zone[i] );
}
}
else
{
zone_init( initial_zone );
enable_zone( initial_zone );
}

setup_zone_flag_waits();

// Now iterate through the active zones and see if we need to activate spawners
while(getdvarint("noclip") == 0 || getdvarint("notarget") != 0 )
{
zkeys = GetArrayKeys( level.zones );

// clear out active zone flags
for( z=0; z<zkeys.size; z++ )
{
level.zones[ zkeys[z] ].is_active   = false;
level.zones[ zkeys[z] ].is_occupied = false;
}

// Figure out which zones are active
// If a player occupies a zone, then that zone and any of its enabled adjacent zones will activate
a_zone_is_active = false; // let's us know if an active zone is found
for( z=0; z<zkeys.size; z++ )
{
if ( !level.zones[ zkeys[z] ].is_enabled )
{
continue;
}

level.zones[ zkeys[z] ].is_occupied = player_in_zone( zkeys[z] );
if ( level.zones[ zkeys[z] ].is_occupied )
{
level.zones[ zkeys[z] ].is_active = true;
a_zone_is_active = true;
for ( az=0; az<level.zones[ zkeys[z] ].adjacent_zones.size; az++ )
{
azkeys = GetArrayKeys( level.zones[ zkeys[z] ].adjacent_zones );
if ( level.zones[ zkeys[z] ].adjacent_zones[ azkeys[az] ].is_connected )
{
level.zones[ azkeys[ az ] ].is_active = true;
}
}
}
}

// MM - Special logic for empty spawner list
if ( !a_zone_is_active )
{
if(isDefined(level.zones[ "receiver_zone" ])) //UGX
{
level.zones[ "receiver_zone" ].is_active = true;
level.zones[ "receiver_zone" ].is_occupied = true;
}
}


// Okay now we can modify the spawner list
for( z=0; z<zkeys.size; z++ )
{
zone_name = zkeys[z];

if ( !level.zones[ zkeys[z] ].is_enabled )
{
continue;
}

if ( level.zones[ zone_name ].is_active )
{
// Making an assumption that if one of the zone's spawners is in the array, then all of them are in the array
if ( level.zones[ zone_name ].spawners.size > 0 )
{
no_dupes = array_check_for_dupes( level.enemy_spawns, level.zones[ zone_name ].spawners[0] );
if( no_dupes )
{
for(x=0;x<level.zones[ zone_name ].spawners.size;x++)
{
level.zones[ zone_name ].spawners[x].locked_spawner = false;
level.enemy_spawns = add_to_array(level.enemy_spawns, level.zones[ zone_name ].spawners[x]);
}
}
}

// Making an assumption that if one of the zone's spawners is in the array, then all of them are in the array
if ( level.zones[ zone_name ].dog_spawners.size > 0 )
{
no_dupes = array_check_for_dupes( level.enemy_dog_spawns, level.zones[ zone_name ].dog_spawners[0] );
if( no_dupes )
{
for(x=0;x<level.zones[ zone_name ].dog_spawners.size;x++)
{
level.enemy_dog_spawns = add_to_array(level.enemy_dog_spawns, level.zones[ zone_name ].dog_spawners[x]);
}
}
}

// activate any associated dog_spawn locations
if ( level.zones[ zone_name ].dog_locations.size > 0 )
{
// Making an assumption that if one of the structs
// is in the array, then all of them are in the array
no_dupes = array_check_for_dupes(level.enemy_dog_locations, level.zones[ zone_name ].dog_locations[0]);
if( no_dupes )
{
for(x=0; x<level.zones[ zone_name ].dog_locations.size; x++)
{
level.zones[ zone_name ].dog_locations[x].locked_spawner = false;
level.enemy_dog_locations = add_to_array(level.enemy_dog_locations, level.zones[ zone_name ].dog_locations[x]);
}
}
}

// activate any associated zombie_rise locations
if ( level.zones[ zone_name ].rise_locations.size > 0 )
{
// Making an assumption that if one of the zone's spawners
// is in the array, then all of them are in the array
no_dupes = array_check_for_dupes(level.zombie_rise_spawners, level.zones[ zone_name ].rise_locations[0]);
if( no_dupes )
{
for(x=0; x<level.zones[ zone_name ].rise_locations.size; x++)
{
level.zones[ zone_name ].rise_locations[x].locked_spawner = false;
level.zombie_rise_spawners = add_to_array(level.zombie_rise_spawners, level.zones[ zone_name ].rise_locations[x]);
}
}
}
}
// The zone is not active so disable the spawners
else
{
// Making an assumption that if one of the zone's spawners
// is in the array, then all of them are in the array
if ( level.zones[ zone_name ].spawners.size > 0 )
{
no_dupes = array_check_for_dupes( level.enemy_spawns, level.zones[ zone_name ].spawners[0] );
if( !no_dupes )
{
for(x=0;x<level.zones[ zone_name ].spawners.size;x++)
{
level.zones[ zone_name ].spawners[x].locked_spawner = true;
level.enemy_spawns = array_remove_nokeys(level.enemy_spawns, level.zones[ zone_name ].spawners[x]);
}
}
}

// Making an assumption that if one of the zone's spawners is in the array, then all of them are in the array
if ( level.zones[ zone_name ].dog_spawners.size > 0 )
{
no_dupes = array_check_for_dupes( level.enemy_dog_spawns, level.zones[ zone_name ].dog_spawners[0] );
if( !no_dupes )
{
for(x=0;x<level.zones[ zone_name ].dog_spawners.size;x++)
{
level.enemy_dog_spawns = array_remove_nokeys(level.enemy_dog_spawns, level.zones[ zone_name ].dog_spawners[x]);
}
}
}

// deactivate any associated dog spawn locations
if ( level.zones[ zone_name ].dog_locations.size > 0 )
{
/*if(level.zones[ zone_name ].dog_locations.size == 1)
iPrintLn("^3[Warning] You have placed exactly 1 dog struct in this zone (" + zone_name + "). This will cause a script_runtime error unless you have installed the UGX Modtools Patch or place at least one additional riser struct for this zone.");*/
// Making an assumption that if one of the structs is in the array, then all of them are in the array
no_dupes = array_check_for_dupes(level.enemy_dog_locations, level.zones[ zone_name ].dog_locations[0]);
if( !no_dupes )
{
for(x=0; x<level.zones[ zone_name ].dog_locations.size; x++)
{
level.zones[ zone_name ].dog_locations[x].locked_spawner = false;
level.enemy_dog_locations = array_remove_nokeys(level.enemy_dog_locations, level.zones[ zone_name ].dog_locations[x]);
}
}
}
// deactivate any associated zombie_rise locations
if ( level.zones[ zone_name ].rise_locations.size > 0 )
{
// Making an assumption that if one of the zone's spawners
// is in the array, then all of them are in the array
/*if(level.zones[ zone_name ].rise_locations.size == 1)
iPrintLn("^3[Warning] You have placed exactly 1 riser struct in this zone (" + zone_name + "). This will cause a script_runtime error unless you have installed the UGX Modtools Patch or place at least one additional riser struct for this zone.");*/
no_dupes = array_check_for_dupes(level.zombie_rise_spawners, level.zones[ zone_name ].rise_locations[0]);
if( !no_dupes )
{
for(x=0; x<level.zones[ zone_name ].rise_locations.size; x++)
{
level.zones[ zone_name ].rise_locations[x].locked_spawner = false;
level.zombie_rise_spawners = array_remove_nokeys(level.zombie_rise_spawners, level.zones[ zone_name ].rise_locations[x]);
}
}
}
}
}

//wait a second before another check
wait(1);
}
}

You might also want to look for the UGX viewhands fix before releasing your map, it will fix the dodgy textures your current hands have
broken avatar :(
×
broken avatar :(
Location: gbUnited Kingdom
Date Registered: 28 December 2014
Last active: 4 years ago
Posts
45
Respect
Forum Rank
Legless Crawler
Primary Group
Community Mapper
My Groups
More
My Contact & Social Links
More
×
CraftDAnimations's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Thank you for that.

 
Loading ...