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Verruckt Style Spawning

HOT
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Created 12 years ago
by Dust
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The King of Zombies
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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
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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For the door you can use verruckt's door functions. For the zones, just have both activated at the start.
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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

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

and add another
Code Snippet
Plaintext
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
Marked as best answer by thezombiekilla6 12 years ago
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How would i have both activated at the start, could i just do

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

and add another
Code Snippet
Plaintext
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.
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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
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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:

Code Snippet
Plaintext
coop_player_spawn_placement()

with:

Code Snippet
Plaintext
	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");

side1 = north_structs;
side2 = south_structs;
if(randomint(100)>50)
{
side1 = south_structs;
side2 = north_structs;
}

//spawn players on a specific side, but randomize it up a bit
for( i = 0; i < players.size; i++ )
{

//track zombies for sounds
players[i] thread player_zombie_awareness();
players[i] thread player_killstreak_timer();


if(i<2)
{
players[i] setorigin( side1[i].origin );
players[i] setplayerangles( side1[i].angles );
players[i].respawn_point = side1[i];
players[i].spawn_side = side1[i].script_noteworthy;
}
else
{
players[i] setorigin( side2[i].origin);
players[i] setplayerangles( side2[i].angles);
players[i].respawn_point = side2[i];
players[i].spawn_side = side2[i].script_noteworthy;
}
}

EDIT: this code if from verrukts .gsc, i never actually test it, so tell me if it doesn't work.
Last Edit: May 01, 2014, 10:31:40 pm by daedra descent
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i searched for
Code Snippet
Plaintext
coop_player_spawn_placement()

and it couldnt find anything, and i did look in dlc3code
Last Edit: May 01, 2014, 10:34:53 pm by thezombiekilla6
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i searched for
Code Snippet
Plaintext
coop_player_spawn_placement()

and it couldnt find anything, and i did look in dlc3code

oops, _zombiemode.gsc. sorry. xD
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oops, _zombiemode.gsc. sorry. xD

The thread line for it was commented out, so i guess i uncomment it?
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The thread line for it was commented out, so i guess i uncomment it?

Its called elsewhere in the script under an isdefined check for whatever reason.
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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
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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

could you post your adjacent info?
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could you post your adjacent info?

Code Snippet
Plaintext
add_adjacent_zone( "start_zone",		"zone1",	"enter_zone1" );
add_adjacent_zone( "other_start_zone", "zone1", "enter_zone1" );
        add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
        add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
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Code Snippet
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add_adjacent_zone( "start_zone",		"zone1",	"enter_zone1" );
add_adjacent_zone( "other_start_zone", "zone1", "enter_zone1" );
        add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
        add_adjacent_zone( "zone2", "zone3", "enter_zone3" );

try changing the enter_'s so they have seperate flags.
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try changing the enter_'s so they have seperate flags.

They go into the same zone though

 
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