Modme Forums

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<eedoor.size;i++) {="" eedoor="" [i]="" delete();="" }="" }=""></eedoor.size;i++)>
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