Important: the "find_flesh" is for the zombies don't need reach a window(this going to make the zombie spawn and find the player), if you remove it they need a window for enter in your map.(sorry for my bad explanation, download the map example).
IF MY EXPLANATION IS WRONG PLEASE SOMEBODY CHAGE IT!
1.5)_let's add some Dogs for this we need do the next:
-do right clic on the 2D view and go to: Actor > zombie_dog
this connect the zones with another zones, for example the start_zone will connect with the zone1 by the script_flag(enter_zone1) of the trigger of the door. (i think is wrong, but somebody going to fix it)
you can add a lot of zones, but you need change the zones name with what you want, example:"zone1","zone2","zone3","zone4","zone5","zone6"
Another example:
suppose i got 3 rooms in my map, with the start_zone in the middle, the zone1 at the left and the zone2 at the right. The script wiil be like this
To anyone reading this tutorial. start_zone and initial_zone is the major difference. If you have had zones and spawners which you are sure you set up properly and didn't work for an unknown reason its because the different script placers use different entries. This is not explained and thats why everyone has zone problems
Good job on the tutorial. someone will appreciate this.
wow nice, someone who actually goes in depth on it. took me forever when i first started to get the zones to work properly. wish i had a tutorial like this back then
ok, used your .map file - used UGX script placer to make the scripts - and still Risers wont work! I am now assuming that the scripts I have aren't correct.
main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_zt2_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_zt2_fx::main; level.DLC3.myFX = ::preCacheMyFX;
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); }
dlc3_zone_init() { add_adjacent_zone("start_zone","zone1","enter_zone1"); add_adjacent_zone("start_zone","zone2","enter_zone2"); /* ============= ///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" ); }
preCacheMyFX() { // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
ok, used your .map file - used UGX script placer to make the scripts - and still Risers wont work! I am now assuming that the scripts I have aren't correct.
main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_zt2_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_zt2_fx::main; level.DLC3.myFX = ::preCacheMyFX;
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); }
dlc3_zone_init() { add_adjacent_zone("start_zone","zone1","enter_zone1"); add_adjacent_zone("start_zone","zone2","enter_zone2"); /* ============= ///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" ); }
preCacheMyFX() { // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
that where it is already, I have no files in raw/maps for my map. Script placer puts them into the mods folder.
yes, if you use UGX script placer it place you some of your map files in your mod folder and if you use mrhankey script placer then they are in raw/map.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Putting your map scripts in your map's folder is the smarter way to do it because then you don't have to recompile your entire map FF every time you make a change to your nazi_zombie_mapname.gsc.