Zone isn’t working
Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot :
Thread By: hubigygjjik Hey!! Well, I've been doing a custom Easter Egg that when you press "F" in 3 specific paintings, a door opens with this code:
function PrincipalEEinit ()
{
door_trig = GetEnt ( "doorEE" , "targetname" );
door_trig SetHintString ( "This door is opened somewhere else" );
door_trig SetCursorHint ( "HINT_NOICON" );
level . opendoor = 0 ;
level . dooropened = 3 ;
thread onpainting1 ();
thread onpainting2 ();
thread onpainting3 ();
}
function onpainting1 ()
{
painting1 = GetEnt ( "1stpainting" , "targetname" );
painting1 SetHintString ( " " );
painting1 SetCursorHint ( "HINT_NOICON" );
painting1 waittill ( "trigger" , player );
model1 = GetEnt ( "1rstmodel" , "targetname" );
model1 delete ();
level . opendoor ++ ;
thread finishedEE ();
painting1 delete ();
}
function onpainting2 ()
{
painting2 = GetEnt ( "2ndpainting" , "targetname" );
painting2 SetHintString ( " " );
painting2 SetCursorHint ( "HINT_NOICON" );
painting2 waittill ( "trigger" , player );
model2 = GetEnt ( "2ndmodel" , "targetname" );
model2 delete ();
level . opendoor ++ ;
painting2 delete ();
}
function onpainting3 ()
{
painting3 = GetEnt ( "3rdpainting" , "targetname" );
painting3 waittill ( "trigger" , player );
painting3 SetHintString ( " " );
painting3 SetCursorHint ( "HINT_NOICON" );
model3 = GetEnt ( "3rdmodel" , "targetname" );
model3 delete ();
level . opendoor ++ ;
thread FinishedEE ();
painting3 delete ();
}
function FinishedEE ()
{
if ( level . opendoor == 3 )
{
eedoor = GetEntArray ( "easter_egg_door" , "targetname" );
for ( i = 0 ; i & lt ; eedoor . size ; i ++ ) { = "" eedoor = "" [ i ] = "" delete (); = "" } = "" } = "" & gt ; & lt ; / eedoor . size ; i ++ ) & gt ;
Well, thats ok but when i put to the door's trigger the "script_flag = enter_zone _13" kvp, it doesen't work and I die when I pass through it. I also put this into my gsc file but it doesen't work again.
zm_zonemgr :: add_adjacent_zone ( "start_zone" , "zone_1" , "enter_zone_1" );
zm_zonemgr :: add_adjacent_zone ( "zone_1" , "zone_2" , "enter_zone_2" );
zm_zonemgr :: add_adjacent_zone ( "zone_1" , "zone_3" , "enter_zone_3" );
zm_zonemgr :: add_adjacent_zone ( "zone_1" , "zone_4" , "enter_zone_4" );
zm_zonemgr :: add_adjacent_zone ( "zone_1" , "zone_5" , "enter_zone_5" );
zm_zonemgr :: add_adjacent_zone ( "zone_4" , "zone_5" , "enter_zone_5" );
zm_zonemgr :: add_adjacent_zone ( "zone_4" , "zone_6" , "enter_zone_6" );
zm_zonemgr :: add_adjacent_zone ( "zone_1" , "zone_7" , "enter_zone_7" );
zm_zonemgr :: add_adjacent_zone ( "zone_6" , "zone_5" , "enter_zone_5" );
zm_zonemgr :: add_adjacent_zone ( "zone_6" , "zone_8" , "enter_zone_8" );
zm_zonemgr :: add_adjacent_zone ( "zone_7" , "zone_10" , "enter_zone_10" );
zm_zonemgr :: add_adjacent_zone ( "zone_5" , "zone_12" , "enter_zone_12" );
zm_zonemgr :: add_adjacent_zone ( "zone_12" , "zone_13" , "enter_zone_13" );
It only happens with the zone 13 idk why, Any Help?? pd: sorry for putting this in the radiant section.
ModmeBot :
Reply By: mathfag put this in finishedee
level flag :: init ( "enter_zone_13" );
level flag :: set ( "enter_zone_13" );
also you need
eedoor [ i ] ConnectPaths ();
or the zombies wont walk through it
ModmeBot :
Reply By: Harry Bo21 dont need the init, its initd by the code setting up the adjacent zone