one_valid_zone = false; for( i = 0; i < player_zones.size; i++ ) { if( scr_org isTouching( player_zones[ i ] ) ) { if( isDefined( level.zones[ player_zones[ i ].targetname ] ) && isDefined( level.zones[ player_zones[ i ].targetname ].is_enabled ) && level.zones[ player_zones[ i ].targetname ].is_enabled ) one_valid_zone = true;
} } scr_org delete(); return one_valid_zone; }
And this script is from the same people, who the person who shall not be mentioned said have no issues in their scripts, and we are to blame for any bugs.. ::)
+1 though, now we have a working function for checking active zones. :D
Title: Re: G-Spawn Bug
Post by: PlutoBro on July 27, 2016, 11:50:34 am
And this script is from the same people, who the person who shall not be mentioned said have no issues in their scripts, and we are to blame for any bugs.. ::)
+1 though, now we have a working function for checking active zones. :D
Even the biggest of companies have bad/badly written scripts. Can be a result of many things. "He who shall not be named" sounds like a Harry Potter thing.
Title: Re: G-Spawn Bug
Post by: Sebra on July 27, 2016, 11:51:48 am
Awesome +1
Title: Re: G-Spawn Bug
Post by: alaurenc9 on July 27, 2016, 01:10:17 pm
Lol I found this too a while back, amazing how they managed to fuck this though. But they fixed it in BO1, doesn't suprise me.
Title: Re: G-Spawn Bug
Post by: Harry Bo21 on July 27, 2016, 01:49:33 pm