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Specific riser aitype

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Created 11 years ago
by sethnorris
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Well, this issue is a bit annoying and I'm pretty sure must be really easy to fix.

There's a specific area of the map where only a specific aitype zombies should spawn and rise. However, (the spawners are perfectly set up, believe me) due probably to the script mechanics, the riser structs are used also by the neighboring zone riser spawners and viceversa, so the specific aitype zombies spawn inside and outside of the specific area and so does the regular zombies.

Any ideas?
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I'll look into that when finishing the spawning, it's not properly setup atm, that might be the issue..
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Stuffy! what a surprise. No, its not related to spawn set up, believe me. Its two zones that are neighboring and the risers just pick whatever riser spawner is in one of the zones.
Marked as best answer by sethnorris 11 years ago
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Risers are randomized through all available spawns/structs.

You can find it in _zombiemode_spawner.gsc, in the do_zombie_rise function.

I'm sure it wouldn't hard to "fix" your issue here. Either by adding kvps and checking them and adding a loop that makes sure these kvps match. Or changing the array of spots to targets of the spawner, if defined, I recommend using auto#s. spot is the variable you will be most interested in, which picks a random spot from the spots array.


Maybe try adding this
Code Snippet
Plaintext

if(IsDefined( self.target )) myspots = getstructarray( self.target,"targetname" );
if(IsDefined( myspots ) && myspots.size>0) spots = myspots;


above:
Code Snippet
Plaintext
	if( spots.size < 1 )
{
self unlink();
self.anchor delete();
return;
}


And in radiant make the riser structs, for these specific spawners, targetname the same as your spawners target kvp.
Last Edit: October 16, 2015, 01:51:50 pm by MakeCents
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I see, yes this should fix the normal zombies spawning in the specific aitype riser structs. But not viceversa. I guess Its a matter of doing the same with the rest of spawners, so regular zombies use regular structs and specific use specific. Gonna test and if this fixes it i mark as solved and add respect

Double Post Merge: October 16, 2015, 02:53:48 pm
worked like a charm, but needed a little syntax fix:

Code Snippet
Plaintext
if( IsDefined( self.target ) ) 
{
myspots = getstructarray( self.target,"targetname" );
if( myspots.size > 0 )
{
spots = myspots;
}
}
Last Edit: October 16, 2015, 02:53:48 pm by sethnorris
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I see, yes this should fix the normal zombies spawning in the specific aitype riser structs. But not viceversa. I guess Its a matter of doing the same with the rest of spawners, so regular zombies use regular structs and specific use specific. Gonna test and if this fixes it i mark as solved and add respect

Double Post Merge: October 16, 2015, 02:53:48 pm
worked like a charm, but needed a little syntax fix:

Code Snippet
Plaintext
if( IsDefined( self.target ) ) 
{
myspots = getstructarray( self.target,"targetname" );
if( myspots.size > 0 )
{
spots = myspots;
}
}

Cool. usually does, lol. But I don't see what is wrong with my syntax  :-\

It should work visa versa too cause you changed the targetname I would think.
Last Edit: October 16, 2015, 02:59:53 pm by MakeCents

 
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