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!
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
Title: Re: [Tutorial] How to make zones
Post by: codmoddd1234 on September 08, 2013, 07:34:14 pm
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.
Title: Re: [Tutorial] How to make zones
Post by: KDXDARK on September 08, 2013, 07:45:21 pm
Good job on the tutorial. someone will appreciate this.
thanks!
Title: Re: [Tutorial] How to make zones
Post by: Dust on September 08, 2013, 08:46:24 pm
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
Title: Re: [Tutorial] How to make zones
Post by: GeneralJJ on September 12, 2013, 01:07:37 pm
the link to your maps doesn't work for me :/
Title: Re: [Tutorial] How to make zones
Post by: KDXDARK on September 12, 2013, 03:34:41 pm
Title: Re: [Tutorial] How to make zones
Post by: GeneralJJ on September 12, 2013, 07:32:33 pm
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.
Title: Re: [Tutorial] How to make zones
Post by: treminaor on April 26, 2014, 08:13:53 am
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.