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Contact Support - Help Center Get help on the UGX Discord. Join it now!"targetname" "zone_3"
"target" "zone_3_spawners"
"spawnflags" "3"
"script_forcespawn" "1"
"count" "9999"
"script_noteworthy" "zombie_spawner"
"targetname" "zone_3_spawners"
"export" "9"
"script_string" "riser"
"targetname" "zone_3_spawners_rise"
"script_noteworthy" "find_flesh"
"script_flag" "enter_zone3"
"zombie_cost" "2000"
"targetname" "zombie_debris"
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" );
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
pcmodder thanks for the help.