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bad spawn zones?

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Created 11 years ago
by KDXDARK
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i follow all the tutorials for add risers in some zones but they dont spawn idk why, but if i add normal spawners they appears.

i need a special "magic" code for do they appear?


:help:
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i follow all the tutorials for add risers in some zones but they dont spawn idk why, but if i add normal spawners they appears.

i need a special "magic" code for do they appear?


:help:
Do the risers have targetname zonename_spawners_rise?
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Do the risers have targetname zonename_spawners_rise?

zombie
Code Snippet
Plaintext
script_string  riser
targetname   zone1_spawners
script_noteworthy   zombie_spawner
count   9999
script_forcespawn   1
spawnflags   3
export   12
model   char_ger_wrmcht_fullbody1
classname   actor_axis_zombie_ger_ber_sshonor

script_struct
Code Snippet
Plaintext
script_noteworthy   find_flesh
targetname   zone1_spawners_rise
classname   script_struct

door
Code Snippet
Plaintext
target   zone1_spawners
targetname   lol

door_trigger
Code Snippet
Plaintext
script_flag   enter_zone1
target   lol
targetname   zombie_debris
zombie_cost   1500

mapname.gsc
Code Snippet
Plaintext
	add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
Last Edit: August 31, 2013, 05:11:32 pm by KDXDARK
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Are you sure your changes to the mapname.gsc have been compiled into the map? If your mapname.gsc is in raw/maps, you have to recompile your Map's FF file. If your gsc has been placed in mods/mapname/maps, you just need to rebuild your map's IWD.
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Are you sure your changes to the mapname.gsc have been compiled into the map? If your mapname.gsc is in raw/maps, you have to recompile your Map's FF file. If your gsc has been placed in mods/mapname/maps, you just need to rebuild your map's IWD.
dont work :(
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dont work :(
Deliberately add typos to your mapname.gsc and see if it breaks your map (doesn't load). If your map still works then you know at you aren't getting your mapname.gsc compiled into the map.
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Deliberately add typos to your mapname.gsc and see if it breaks your map (doesn't load). If your map still works then you know at you aren't getting your mapname.gsc compiled into the map.
i try and the map still working(i put "adsasdasda"), so the launcher isn't compiling my mapname.gsc?
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i try and the map still working(i put "adsasdasda"), so the launcher isn't compiling my mapname.gsc?
Yeah, that's your problem.

Where is your mapname.gsc located? (the one you have been making changes to)
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Yeah, that's your problem.

Where is your mapname.gsc located? (the one you have been making changes to)
i test it in raw/maps and the map keep working

but i test adding it into mods/mapname/maps and dont work, i remove the bad sintax and i test again and the zombies dont spawn

Post Merge: September 01, 2013, 10:17:00 pm
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/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt

Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

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_riser_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_riser_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();

maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "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" );
}
Last Edit: September 01, 2013, 10:17:00 pm by KDXDARK
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i test it in raw/maps and the map keep working

but i test adding it into mods/mapname/maps and dont work, i remove the bad sintax and i test again and the zombies dont spawn

Post Merge: September 01, 2013, 10:17:00 pm
First off, delete the one in raw/maps, then recompile your level FF like normal. Then, make sure the one you have in mods/mapname/maps is SELECTED on the Build Mod tab of Launcher, then Build your IWD. Now you should see the changes happen.
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First off, delete the one in raw/maps, then recompile your level FF like normal. Then, make sure the one you have in mods/mapname/maps is SELECTED on the Build Mod tab of Launcher, then Build your IWD. Now you should see the changes happen.
I do that and it dont work :(
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I do that and it dont work :(
Add iPrintLn("blabla"); after the add_adj.... And tell us if the text 'blabla' show up ingame
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Add iPrintLn("blabla"); after the add_adj.... And tell us if the text 'blabla' show up ingame
yeah when i start the text show ingame

.:edit:.

i was testing something and when i open the door the risers of the starting area stop spawn and the zone1 risers start to spawn, idk why, but i try to much times for record it and dont work more, sometime it work and anothers not.
Last Edit: September 02, 2013, 01:16:27 pm by KDXDARK
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I do that and it dont work :(
Well then your mapname gsc wasn't the only problem with your zones. Check your adjacent zones functions and your zone volume targets. Make sure there is a yellow line connecting your spawners to their zones in Radiant.
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Check to see in radiant if your first/start/initial  zone (the zone around the sniperbolt room where your spawn points are)  is "initial_zone" or "start_zone" between the tutorials and script placers there seems to be some difference. Then check your gsc for the same entry. Post  you don't get if fixed and I'll find a way to upload a blank map with zones (multiple) and risers with a copy and paste gsc entry for you. Side question: have you had zones and risers working before in this map, or any map with your current radiant install?

 
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