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Zone problem

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Created 9 years ago
by Deer2014
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Hi guys,

I have a small problem with the zones.  :-\

I have 4 zones: start_zone, zone_1, zone_2, zone_3

The info_volume of zone_3 are cutted (I drew 4 times with $default brush, I selected the 4 brushes and I clicked 2D->Entity->Add Selected Brushes, thereafter I clicked 2D->info->volume).

The zone_3 is permeable, is not separated by doors or debris.




The info_volume KVPs is:
----------------------------
Code Snippet
Plaintext
"targetname" "zone_3"
"target" "zone_3_spawners"

Zombie KVPs in zone_3 is:
-------------------------------
Code Snippet
Plaintext
"spawnflags" "3"
"script_forcespawn" "1"
"count" "9999"
"script_noteworthy" "zombie_spawner"
"targetname" "zone_3_spawners"
"export" "9"
"script_string" "riser"

The script_struct KVPs for zombie is:
-------------------------------------
Code Snippet
Plaintext
"targetname" "zone_3_spawners_rise"
"script_noteworthy" "find_flesh"


The magic_door of zone_3 KVPs is:
----------------------------------------
Code Snippet
Plaintext
"script_flag" "enter_zone3"
"zombie_cost" "2000"
"targetname" "zombie_debris"


and my YOURMAP.gsc adjacent zone script code is:

Code Snippet
Plaintext
dlc3_zone_init()
{
add_adjacent_zone( "start_zone","zone1","enter_zone1" );
add_adjacent_zone( "start_zone","zone2","enter_zone2" );
add_adjacent_zone( "start_zone","zone3","enter_zone3" );
}



My problem is that I don't follow the zombies within the zone_3, they get stuck. (see image).
Maybe the cutting zone is not correct? What is the correct procedure in this case?

I would like to ask for help.

Thanks.





Maybe info_volume cutting is wrong. What









Double Post Merge: January 04, 2015, 01:34:05 pm
Sorry, I wrote incomprehensibly:
"My problem is that I don't follow the zombies within the zone_3, they get stuck."

Correctly:
The problem is that the zombies do not follow me within the zone_3, they get stuck.
Last Edit: January 04, 2015, 01:34:05 pm by Deer2014
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I would make the zone info volume fresh and use the KVP you already have  I have never tried to cut a zone, but as long as the targetname for the zones match you may have multiple info volumes .

I would have one volume covering the whole of your zone 3 as it is rectangular in shape, the walls will not matter as far as the zombies are concerned.  Also make sure you have pathnodes inside the doorways, so the zombies have a clear path way. Make sure your scriptflag activates the zone you are oppening the door for.
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I would make the zone info volume fresh and use the KVP you already have  I have never tried to cut a zone, but as long as the targetname for the zones match you may have multiple info volumes .

I would have one volume covering the whole of your zone 3 as it is rectangular in shape, the walls will not matter as far as the zombies are concerned.  Also make sure you have pathnodes inside the doorways, so the zombies have a clear path way. Make sure your scriptflag activates the zone you are oppening the door for.

script_flag is OK, activate the zone_3.

Cutted zone_3 is a small room, I can not place pathnode correctly (128 units). Is possible the pathnode is less than 128 units?

What is the pathnode standards from the floor?
Marked as best answer by Deer2014 9 years ago
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Pathnodes are best to be evenly spaced, but you are able to have a different size spacing to fit into your rooms. I would not put any too close to walls or clips. From the ground try using an 8 grid and put the nodes 2 spaces up from the floor.

In your zone_1 i would have rows of pathnodes evenly spaced , and then as you add medels you can adjust the paths accordingly. With the zone_3 areas they look quite small so possibly a node near each corner and one in the middle ( depending on room size ) to form a kind of square of path, and then put a node inbetween the door space to stop them getting stuck in the door. Try using a door frame model to get  good size example for a door.

When in game press ¬ and open console. Type developer 1, then ai_shownodes and that will show your connected paths and a red X for a disconnected path. Then you will see how the zombies move over these lines and will be better able to judge how many pathnodes you will need per area. Remember not to have any overlapping pathnodes too.

Also make sure your info_volume covers the room or zone entirely, by that i mean the playable area .
Last Edit: January 06, 2015, 12:07:14 am by pcmodder
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pcmodder thanks for the help.
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pcmodder thanks for the help.
Anytime glad it is fixed :D

 
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