Ok thanks. I will learn the scripts when im on my pc
It seems as if it would work, maybe you just have to call it sooner, like you said, or maybe something else if threading at the same time that is messing with your zones. If you try doing it at the end of a round instead and that works then yay.
If you can't get your zones turning on and off quite right with your risers then I read over the script a bit:
So it looks like the risers, if your only using risers, can be manipulated two different ways, regardless on zones. Either by using level.DLC3.riserZombiesInActiveZonesOnly set to true (set in zombiemode_mapname) and the level.zombie_rise_spawners array or by using level.DLC3.riserZombiesInActiveZonesOnly set to false and structs with a targetname of "zombie_rise". So if your using nothing but risers, you could in theory manipulate your structs kvps.
In what you are trying to do, it may work out better setting that level.DLC3.riserZombiesInActiveZonesOnly to false and changing the targetnames of the structs. There would be several ways to do it of course, but in the end you would want all structs you want to spawn in to have targetnames of zombie_rise, and all other structs would not have that target name. So one way would be getting all the structs with the zone name and changing them to it, and then back, and then on to the next zone when the round changes.
So if you make say all the structs script_noteworthy>customrisers, and then make all the ones in the initial spawn have a taretname of zombie_rise and make that level.DLC3.riserZombiesInActiveZonesOnly set to false, you could then change each kvp for each round like this:
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//zone is the one to activate, and lastzone is the one your turning off UpdateStructs(zone, lastzone){ structs = getstruct( "customrisers","script_noteworthy" );//maps\_utility.gsc: for( i=0;i<structs.size;i++ ){ if(IsSubStr( structs[i].targetname ,zone )) structs[i].targetname = "zombie_rise"; else if(structs[i].targetname == "zombie_rise") structs[i].targetname = lastzone; } }
Its just a theory. Unfortunately, I don't have much experience manipulating zones, and apparently risers make it more difficult since they spawn in any active zone, where if you just use normal spawners the initializing each zone thing would have worked with no issues. It seems to me that you've covered everything to switch zones though, the only other thing I would look into is level.zombie_rise_spawners, since that seems to be what it uses to spawn the zombies.
Last Edit: August 14, 2016, 03:55:56 am by MakeCents
Works fine now. I only added the zones as initial zones in a new test map - that's it. Risers also works fine. Hopefully it works on my main map... Thanks