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Strange Zoning Issue. Help Needed.

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Created 5 years ago
by ZackGuy
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I added a fifth zone to my map; this fifth has two adjacent zones along with two doors to enter the zone from either of these adjacent zones. Upon testing the map to see if the doors and spawners were functioning correctly, a strange bug occured in which opening a door to enter either of these adjacent zones would activate the spawners in this fifth zone, and buying the fifth zone doors would activate spawners in the two adjacent zones to the fifth dependent on which one you buy and whether or not the zone was already actived or not. I've checked the triggers to make sure I had the keys and values entered correctly and have found nothing that could have caused this issue. I've also checked the mapname.gsc file to make sure that the scripting was done correctly and I can't seem to find any issue there either. All the doors and triggers were working properly until the fifth zone was added.

mapname.gsc:
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{

level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\MapTest_art::main;
level.DLC3.createFX = maps\createfx\MapTest_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = "MapTest";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = false;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();


maps\_zombiemode::main();



/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

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( "start_zone", "second_zone", "enter_second_zone" );


add_adjacent_zone( "start_zone", "second_zone", "enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "second_zone", "start_zone", "enter_start_zone" );
add_adjacent_zone( "third_zone", "start_zone", "enter_start_zone" );
add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "fifth_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "fifth_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" );
add_adjacent_zone( "fourth_zone", "fifth_zone", "enter_fifth_zone" );



}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
Any help or input would be greatly appreciated!
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So i was assuming this is the sketch of your map --> https://imgur.com/a/LAiRV4y
Now ur in the spawning area. U have 2 doors to open eahch of them represents another zone, zone2 and zone3. After u enter zone 2 u go to zone4, also if u open zone 3 u can go to the 5th zone. U said that the 5th zone has 2 adjacent zones so, when ur in the 5th zone u can open zone 3 or zone 4 since there are 2 adjacent's. Now let suppose that from zone 4 u went to zone 5. From there u want to go to zone 3. then U have typed add_adjacent_zone( "fifth_zone",                "third_zone",           "enter_third_zone" );But let suppose ur in zone 3 and u opened zone 5. U said that zone 5 has 2 adjacents for each zone(zone3, and zone4).Now when we were at the 5th zone and wanted to jump in 3rd zone, it was linked with 1 dor( 1 trigger) which we used it. But going from zone 3 to zone 5 i dont think will work cuz we used that trigger and as far as i know in the trigger u can put only 1 time - script_flag  - enter_zonename. Now i cant say anything for sure(maybe im too dumb and i cant understand ur situation too) but just make sure check the zones correctly. I would also suggest you to put 2 more doors or debris which are linked with the 5th zone. IDK how clear i was :joy: but anyway if u need help just DM me. Also would be better if u post an image like i did just to know.
Last Edit: February 15, 2019, 01:36:48 pm by klevi
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I apologize I did mean to add a picture of the layout I must've forgot.

https://i.imgur.com/rxQbbEw.jpg
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Like I mentioned, opening either the fourth or third zone would activate spawners in the fifth. I've checked the keys and values and there is no link to the fifth zone in either of the two triggers used to enter the fourth and third.
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Should working like that

Code Snippet
cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "fourth_zone", "fifth_zone", "enter_fifth_zone" );

//add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" ); //test
//add_adjacent_zone( "fifth_zone", "fourth_zone", "enter_fourth_zone" ); //test

Last Edit: February 16, 2019, 12:12:17 pm by IZaRTaX
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Tried it just as you suggested and still am having the issue. :/
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Well, I redo everything completed the fifth_zone by 2 separate zones (loop) + added the test map now it's working :+1:


Code Snippet
cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );

add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" );

add_adjacent_zone( "fourth_zone", "fifth_zone_b", "enter_fifth_zone_b" );

Download the test map
(I added debris to avoid gsc scripts, you can replace it with your doors function)
www.mediafire.com


Last Edit: February 17, 2019, 09:22:56 pm by IZaRTaX

 
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