Is there any way I can deactivate a riser/spawner? Or any way to make zombies spawn only in the zone players are? Im making a map that has a moving wall wich will start closing the map, so I need zombies to stop spawning on the closed areas. Thanks.
Last Edit: July 08, 2018, 07:54:16 pm by Doodles_Inc
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
Delete the struct which the zombies are spawning from.
And then remove the script_string from the zombie spawner.
Also, why don’t you want risers? Without them, they will just appear in the map without an animation.
Okay so I think I am mixing things, for me the riser is where the zombies spawn and the spawner in what set's wich model of zombie will spawn. I didn't understand wich one of these the code should delete, as HarryBo said I can't get the a array of structs, but, I just have one spawner, so how could I set a spawner per zone? Double Post Merge: July 08, 2018, 07:41:00 pm
Okay so I think I am mixing things, for me the riser is where the zombies spawn and the spawner in what set's wich model of zombie will spawn. (Image removed from quote.)(Image removed from quote.) I didn't understand wich one of these the code should delete, as HarryBo said I can't get the a array of structs, but, I just have one spawner, so how could I set a spawner per zone? Double Post Merge: July 08, 2018, 07:41:00 pmAlso, how would I remove the script_string from the spawner?
Just delete the script_struct (the red box). I realised there’s no need to remove any KVPs.
Now in the script, add:
Code Snippet
Plaintext
zombie_spawn = getEnt("zone_name_spawners","targetname"); zone = getEnt("zone_name","targetname");
if ( zombie_spawn istouching( zone ) ) { zombie_spawn Delete(); }
Double Post Merge: July 08, 2018, 08:16:00 pmTo get one spawner per zone just duplicate the zombie spawner but with each duplicate, change the name of the zone in the targetname.
Last Edit: July 08, 2018, 08:16:00 pm by isaacscott935
Just delete the script_struct (the red box). I realised there’s no need to remove any KVPs.
Now in the script, add:
Code Snippet
Plaintext
zombie_spawn = getEnt("zone_name_spawners","targetname"); zone = getEnt("zone_name","targetname");
if ( zombie_spawn istouching( zone ) ) { zombie_spawn Delete(); }
Double Post Merge: July 08, 2018, 08:16:00 pmTo get one spawner per zone just duplicate the zombie spawner but with each duplicate, change the name of the zone in the targetname.
Okay, so the code works, but the zombies don't really stop spawning. - As you can see the round passes but zombies continue spawning on the risers that should have been deleted, OBS: My character changes because I had to restart the level to get both screenshots. Double Post Merge: July 08, 2018, 08:55:08 pmI also tested trying to get the EntArray for the structs but no success also.
Last Edit: July 08, 2018, 08:55:08 pm by Doodles_Inc
This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...
Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall
This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...
Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall
I don’t use BO3. There’s no need to be so contemptuous just because I got something wrong lol.
This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...
Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall
Ok thans I will search on that and try something. Double Post Merge: July 09, 2018, 11:31:32 pmOk, so I didn't find that specific function BUT I found a function named enable_zone wich controls the variable for the zone "spawning_allowed", maybe I can make a disable_zone function wich set's spawning allowed for false. Gonna try it now. Double Post Merge: July 09, 2018, 11:38:45 pm This is the original function. This is the disable one I just made. Calling it from the .gsc like this. No errors, gonna test it now.
Double Post Merge: July 09, 2018, 11:41:09 pm
Ok, so I got a error, someone knows what I'm doing wrong? Double Post Merge: July 09, 2018, 11:43:25 pm
Gonna try doing it directly from the GSC. Double Post Merge: July 09, 2018, 11:51:12 pmIt fucking worked, thanks for all of you that helped, respect+.
Last Edit: July 09, 2018, 11:51:13 pm by Doodles_Inc