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more than 1 door per zone?

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Created 10 years ago
by g star
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Title say it all but ill explain in more depth..

Zones -

I have my start zone which leads to the graveyard zone

the graveyard zone leads to the church zone & trainyard zone

the church zone lead to the trainyard zone

Triggers -

graveyard side i have a trigger which activates the trainyard zone and vice-versa

haven't set up the church doors/triggers yet as im guessing ill get the same problem.
 
Problem is when i buy the door into the graveyard zone the zombies will start spawning in the trainyard zone when its not unlocked but if i uncomment this line out

Code Snippet
Plaintext
	// Trainyard Zone

add_adjacent_zone( "trainyard_zone", "graveyard_zone", "enter_graveyard_zone" );

the zombies will spawn in the correct zones that are unlocked

My zone file:

Code Snippet
Plaintext
dlc3_zone_init()
{
    //Spawn zone

add_adjacent_zone( "start_zone", "graveyard_zone", "enter_graveyard_zone" );

//Graveyard Zone

add_adjacent_zone( "graveyard_zone", "church_zone", "enter_church_zone" );
add_adjacent_zone( "graveyard_zone", "trainyard_zone", "enter_trainyard_zone" );

//Church Zone

add_adjacent_zone( "church_zone", "trainyard_zone", "enter_trainyard_zone" );

// Trainyard Zone

add_adjacent_zone( "trainyard_zone", "graveyard_zone", "enter_graveyard_zone" );


I hope i explained that right, any ideas?
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I haven't done any zoning for a long time, so I don't remember it well, but I think your problem is that you have the same flag for different zones:
The script waits until the flag is set and then activates all the zones with that flag. So, in this case, when you open a door with "enter_trainyard_zone" flag, it will "activate" the script for these:
Code Snippet
Plaintext
add_adjacent_zone( "graveyard_zone", "trainyard_zone", "enter_trainyard_zone" ); // 1
add_adjacent_zone( "church_zone", "trainyard_zone", "enter_trainyard_zone" ); // 2
Then all of these zones will be activated (graveyard and trainyard because of 1 and church and trainyard because of 2).
You have to give them different names (in the script and in the trigger), for example:
Code Snippet
Plaintext
dlc3_zone_init()
{
    //Spawn zone

add_adjacent_zone( "start_zone", "graveyard_zone", "enter_graveyard_zone_a" );

//Graveyard Zone

add_adjacent_zone( "graveyard_zone", "church_zone", "enter_church_zone_a" );
add_adjacent_zone( "graveyard_zone", "trainyard_zone", "enter_trainyard_zone_a" );

//Church Zone

add_adjacent_zone( "church_zone", "trainyard_zone", "enter_trainyard_zone_b" );

// Trainyard Zone

add_adjacent_zone( "trainyard_zone", "graveyard_zone", "enter_graveyard_zone_b" );

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scratch what i put above basically what i want to know is which one is below right

Code Snippet
Plaintext
	//Graveyard Zone

add_adjacent_zone( "graveyard_zone", "trainyard_zone", "enter_trainyard_zone" );

or

Code Snippet
Plaintext
	//Graveyard Zone

add_adjacent_zone( "graveyard_zone", "trainyard_zone", "enter_trainyard_zone" );

// Trainyard Zone

        add_adjacent_zone( "trainyard_zone", "graveyard_zone", "enter_graveyard_zone" );
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snip

So would i have to make 2 info volumes for the same zone and call 1 "trainyard_zone_a" and the other "trainyard_zone_b"

or still have just the 1 info volume called "trainyard_zone"?

this is getting confusing lol

http://ugx-mods.com/forum/index.php/topic,9875.msg108827.html#msg108827

I made this tut to help people understand zoning. It should help

thanks ill have a watch
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have just the 1 info volume called "trainyard_zone"

yea i guessed that after watching your vid :) quick question how do stop the zombies walking through the unopened door on the other zone entrance?
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don't worry about the last question lol

 
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