I want it to make it like it is in verruckt where the players are split behind that door that requires power, but not sure how to get it. I also want to have both zones activated at the start if their are any players in the zone
For the door you can use verruckt's door functions. For the zones, just have both activated at the start.
How would i have both activated at the start, could i just do
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// Initial Zone(s) -- Zone(s) You Want Activated At Map Start zones = []; zones[ zones.size ] = "start_zone"; level.DLC3.initialZones = zones;
and add another
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zones[zones.size] = "other_start_zone";
because i was thinking of that but didnt know if it would cause confusion since both functions named the same. also how would i make it to where they spawn on either side, would it be simply just putting 2 script structs on both sides? and im not wanting to use the same concept with the door as verruckt that was just an example. Its going to be 2 hallways where they can spawn in either hallway, and its not a field like verruckt so the ones that spawn in 1 hallway cant make it over to the other hallway
How would i have both activated at the start, could i just do
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// Initial Zone(s) -- Zone(s) You Want Activated At Map Start zones = []; zones[ zones.size ] = "start_zone"; level.DLC3.initialZones = zones;
and add another
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zones[zones.size] = "other_start_zone";
because i was thinking of that but didnt know if it would cause confusion since both functions named the same. also how would i make it to where they spawn on either side, would it be simply just putting 2 script structs on both sides? and im not wanting to use the same concept with the door as verruckt that was just an example. Its going to be 2 hallways where they can spawn in either hallway, and its not a field like verruckt so the ones that spawn in 1 hallway cant make it over to the other hallway
Just make sure the zones have different names and you'll be fine. Place the risers wherever you want, they should spawn whenever a player is in the zone. Zones that are activated at the start aren't adjacent to any other zone, so the other spawners won't spawn unless theres a player in them.
If you want to allow AI from one area to another, but not the only way around then make a patch with a clip texture. The side with the texture should block everything from that side, but not the otherway around. Remember that AI don't care where a window is at, if they can get to it they'll probably go to it.
I do have 1 more question, just tested it and it works fine but how do i make it so the solo player will spawn on one side or the other? i tried adding a info_player_start on both sides but they will only spawn on the 1 side. I want them to spawn on either side
I do have 1 more question, just tested it and it works fine but how do i make it so the solo player will spawn on one side or the other? i tried adding a info_player_start on both sides but they will only spawn on the 1 side. I want them to spawn on either side
Go into dlc3_code.gsc and replace the contents of:
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coop_player_spawn_placement()
with:
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flag_wait( "all_players_connected" );
players = get_players();
//spawn points are split, so grab them both seperately north_structs = getstructarray("north_spawn","script_noteworthy"); south_structs = getstructarray("south_spawn","script_noteworthy");
that works perfectly but one more problem then ill be happy. They spawn perfectly fine in the start_zone or other_start_zone(those are the names of both my start_zones for each side) and the zombies dont spawn in the other zone if a player is not in there but once i open the first door, they start spawning in the other zone that is not opened for some reason, i even tried getting rid of the add_adjacent_zone lines for them but then the rounds start skipping even if im in zone1
that works perfectly but one more problem then ill be happy. They spawn perfectly fine in the start_zone or other_start_zone(those are the names of both my start_zones for each side) and the zombies dont spawn in the other zone if a player is not in there but once i open the first door, they start spawning in the other zone that is not opened for some reason, i even tried getting rid of the add_adjacent_zone lines for them but then the rounds start skipping even if im in zone1