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rounds skip when i enter another zone

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Created 10 years ago
by R34CTz
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its me again...im gonna give as much detail as possible because i have read the wiki for zones and zombie and dog spawners and i cant seem to fix it so ill give you the kvp for doors zones dogs and zombies

Code Snippet
Plaintext
start zone kvps
nothing was changed
target- start_zone_spawners
classname-info_volume
targetname-start_zone

dog kvp in start zone
nothing was changed
the target name is zombie_spawner_dog_init

zombie kvp in start zone
nothing was changed
target name is start_zone_spawners

2nd zone kvps
target-outside_east_zone_spawners
targetname-outside_east_zone
classname-infor_volume

door into 2nd zone kvps
script_flag-outside_east_zone
script_vector 100 0 0
spawnflags 1
targetname door 1

trigger for door into 2nd zone kvps
script_flag-enter_outside_east_zone
zombie_cost-750
script_noteworthy-magic_door
target-door1
targetname-zombie_door

zone 2 kvps
target-outside_east_zone_spawners
targetname-outside_east_zone


zone 2 zombie kvps
targetname-outside_east_zone_spawners
count-9999
script_forcespawn-1
spawnflags-3
script_noteworthy-zombie_spawner
script_string-riser


zone 2 dog kvps
targetname-zombie_spawner_dog_outside_east_zone
spawnflags-3
script_forcespawn-1
script_noteworthy-zombie_dog_spawner
script_string-zombie_chaser


zone 2 dog script struck kvps
targetname-outside_east_zone_spawners_dog

zone 3 kvps
target-nuketown_zone_spawners
targetname_nuketown_zone

zone 3 door kvps
script_flag-nuketown_zone
targetname-nuketown

zone 3 door trigger kvps
script_flag-nuketown_zone
zombie_cost-2000
script_noteworthy-magic_door
target-nuketown
targetname-zombie_door

zone 3 zombie kvps
script_string-riser
script_noteworthy-zombie_spawner
spawnflags-3
script_forcespawn-1
count-9999
targetname-nuketown_zone_spawners

zone 3 dog kvps
targetname-nuketown_zone_spawners_dog
spawnflags-3
script_forcespawn-1
script_noteworthy-zombie_dog_spawner
script_string-zombie_chaser

zone 3 dog script struct kvps
targetname nuketown_zone_spawners_dog

this is what is in my mapname gsc for the adjacent zone script

Code Snippet
Plaintext
dlc3_zone_init()
{
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}   //add_adjacent_zone( "outside_east",        "nuketown_zone",        "enter_nuketown_zone" );



i know this is a long post but i have done all that i can think of and when i move into zone 2 the rounds just start skipping but as soon as i get back into the first zone it works again. I dont know what im doing wrong so i hope that someone can help
Last Edit: May 23, 2015, 04:53:08 pm by lukkie1998
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your dlc3_zone is wrong

What you need to do, is copy this line:
   //add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );
and slot in your zone names
for example:

add_adjacent_zone( "start_zone",      "start_coridoor",   "enter_start_coridoor" );
First zone is the zone you are in, second is the one you are entering, the last one is the flag, which needs to be the same as the script_flag KVP on your trigger for the debris/door opening into that zone.
Obviously remove the // so the line isn't commented.

And I strongly advise against naming zones zone1,zone2 etc, because the bigger your map gets you will get confused, id go with names relating to the actual zone like power_room, inside_hallway, upstairs_coridoor etc
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Just make sure, that you made everything right. KVP in script_struct and the zombie model.

 
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