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Brutus only spawning in the start_zone

Game Modding | Call of Duty: Black Ops 3 | Scripting


ModmeBot:

Thread By: Kingslayer Kyle

For some reason brutus is only spawning in the start_zone of my map, I have read Nate's FAQ and have added a script_string KVP to the prefab YOURZONE and set the value of the KVP to "enter_open_zone" (without the quotes)

Here's the zone setup in my gsc:

level.zones = [];
	level.zone_manager_init_func =&usermap_test_zone_init;
	init_zones[0] = "start_zone";
	init_zones[1] = "subway_zone";
	init_zones[2] = "hut_zone";
	init_zones[3] = "house_zone";
	init_zones[4] = "open_zone";
	init_zones[5] = "power_zone";
	init_zones[6] = "tele_zone";
	init_zones[7] = "cherry_zone";
	level thread zm_zonemgr::manage_zones( init_zones );
	wardog_addon::post_init();

	level.pathdist_type = PATHDIST_ORIGINAL;
}

function usermap_test_zone_init()
{
//	zm_zonemgr::add_adjacent_zone("zone_name_a", "zone_name_b", "flag_name");
//	From Start zone going through hut zone
	zm_zonemgr::add_adjacent_zone("start_zone", "hut_zone", "enter_hut_zone");
	zm_zonemgr::add_adjacent_zone("hut_zone", "house_zone", "enter_house_zone");
	zm_zonemgr::add_adjacent_zone("house_zone", "open_zone", "enter_open_zone");
//	From start zone going through subway zone
	zm_zonemgr::add_adjacent_zone("start_zone", "subway_zone", "enter_subway_zone");
	zm_zonemgr::add_adjacent_zone("subway_zone", "open_zone", "enter_open_zone");
//	From open zone
	zm_zonemgr::add_adjacent_zone("open_zone", "power_zone", "enter_power_zone");
	zm_zonemgr::add_adjacent_zone("open_zone", "tele_zone", "enter_tele_zone");
	zm_zonemgr::add_adjacent_zone("open_zone", "subway_zone", "enter_subway_zone");
	zm_zonemgr::add_adjacent_zone("open_zone", "house_zone", "enter_house_zone");
//	From tele zone to cherry zone
	zm_zonemgr::add_adjacent_zone("tele_zone", "cherry_zone", "enter_cherry_zone");
//	Hut zone from house zone
	zm_zonemgr::add_adjacent_zone("house_zone", "hut_zone", "enter_hut_zone");
	level flag::init( "always_on" );
	level flag::set( "always_on" );
}



Not sure what's going on, any help would be appreciated?


ModmeBot:

Reply By: natesmithzombies

Here is a screenshot of my script sturct KVPs for a zone spawner of brutus in my map. Make sure the only thing different is your zone name:

If all seems in order, it is likely because your assumptions of zoning are incorrect. You have 4 zones that are flagged twice:

<ol>

<li style="width:100%;">enter_hut_zone</li><li style="width:100%;">enter_house_zone</li><li style="width:100%;">enter_open_zone</li><li style="width:100%;">enter_subway_zone</li></ol>

A flag should only ever appear once in your zone manager declarations. It might seem difficult to understand, but I made a video back in WaW that explained how to set up zones properly:

Although it is in WaW, the same exact concept applies in Bo3.


ModmeBot:

Reply By: Kingslayer Kyle

natesmithzombies

Here is a screenshot of my script sturct KVPs for a zone spawner of brutus in my map. Make sure the only thing different is your zone name:

If all seems in order, it is likely because your assumptions of zoning are incorrect. You have 4 zones that are flagged twice:

<ol>

<li style="width:100%;">enter_hut_zone</li><li style="width:100%;">enter_house_zone</li><li style="width:100%;">enter_open_zone</li><li style="width:100%;">enter_subway_zone</li></ol>

A flag should only ever appear once in your zone manager declarations. It might seem difficult to understand, but I made a video back in WaW that explained how to set up zones properly:

Although it is in WaW, the same exact concept applies in Bo3.

Ah, yeah that's what it was.. I'm new to mapping and I watched a quick tutorial on YouTube on how to set up zones and adjacent zones guess I got it wrong though..

So...

In your gsc on the line that says

zm_zonemgr::add_adjacent_zone("house_zone", "hut_zone", "enter_hut_zone");



Is your buried_zone in the same part as my enter_hut_zone?

Or have I misread again lol..

Thanks for the help man really appreciate it :)


ModmeBot:

Reply By: natesmithzombies

Kingslayer

Ah, yeah that's what it was.. I'm new to mapping and I watched a quick tutorial on YouTube on how to set up zones and adjacent zones guess I got it wrong though..

So...

In your gsc on the line that says

zm_zonemgr::add_adjacent_zone("house_zone", "hut_zone", "enter_hut_zone");



Is your buried_zone in the same part as my enter_hut_zone?

Or have I misread again lol..

Thanks for the help man really appreciate it :)

Yeah that is the zone flag you would put on the script_string of the spawner struct


ModmeBot:

Reply By: Kingslayer Kyle

Okay so I watched your video

My question is:

open_zone has the most connections, it has 4..

Which flag should I use?

Thanks


ModmeBot:

Reply By: natesmithzombies

Kingslayer

Okay so I watched your video

My question is:

open_zone has the most connections, it has 4..

Which flag should I use?

Thanks

Can you draw me a block layout of your map with the zone names? I can help you better if I can see the zones


ModmeBot:

Reply By: Kingslayer Kyle

natesmithzombies
Kingslayer

Okay so I watched your video

My question is:

open_zone has the most connections, it has 4..

Which flag should I use?

Thanks

Can you draw me a block layout of your map with the zone names? I can help you better if I can see the zones

Yeah I can try give me some time to do it then lol


ModmeBot:

Reply By: Kingslayer Kyle

natesmithzombies
Kingslayer

Okay so I watched your video

My question is:

open_zone has the most connections, it has 4..

Which flag should I use?

Thanks

Can you draw me a block layout of your map with the zone names? I can help you better if I can see the zones


ModmeBot:

Reply By: Kingslayer Kyle

Also changed my gsc to

level.zones = [];
	level.zone_manager_init_func =&amp;usermap_test_zone_init;
	init_zones[0] = "start_zone";
	init_zones[1] = "subway_zone";
	init_zones[2] = "hut_zone";
	init_zones[3] = "house_zone";
	init_zones[4] = "open_zone";
	init_zones[5] = "power_zone";
	init_zones[6] = "tele_zone";
	init_zones[7] = "cherry_zone";
	level thread zm_zonemgr::manage_zones( init_zones );
	wardog_addon::post_init();

	level.pathdist_type = PATHDIST_ORIGINAL;
}

function usermap_test_zone_init()
{
//	zm_zonemgr::add_adjacent_zone("zone_name_a", "zone_name_b", "flag_name");
	zm_zonemgr::add_adjacent_zone("start_zone", "subway_zone", "start_to_subway");
	zm_zonemgr::add_adjacent_zone("subway_zone", "open_zone", "subway_to_open");
	zm_zonemgr::add_adjacent_zone("start_zone", "hut_zone", "start_to_hut");
	zm_zonemgr::add_adjacent_zone("hut_zone", "house_zone", "hut_to_house");
	zm_zonemgr::add_adjacent_zone("house_zone", "open_zone", "house_to_open");
	zm_zonemgr::add_adjacent_zone("open_zone", "power_zone", "open_to_power");
	zm_zonemgr::add_adjacent_zone("open_zone", "tele_zone", "open_to_tele");
	zm_zonemgr::add_adjacent_zone("tele_zone", "cherry_zone", "tele_to_cherry");
	level flag::init( "always_on" );
	level flag::set( "always_on" );
}



But that didn't do anything


ModmeBot:

Reply By: Kingslayer Kyle

natesmithzombies
Kingslayer

Okay so I watched your video

My question is:

open_zone has the most connections, it has 4..

Which flag should I use?

Thanks

Can you draw me a block layout of your map with the zone names? I can help you better if I can see the zones

Hey, I uploaded the image for you


ModmeBot:

Reply By: natesmithzombies

Sorry I have been busy with work and uni so my replies are often slow. Your zones appear to be in order now. Did you rename your brutus spawner script_string?


ModmeBot:

Reply By: Kingslayer Kyle

natesmithzombies

Sorry I have been busy with work and uni so my replies are often slow. Your zones appear to be in order now. Did you rename your brutus spawner script_string?

No worries man :) and yeah I renamed it to open_to_power but he still spawns at start :(


ModmeBot:

Reply By: natesmithzombies

Kingslayer
natesmithzombies

Sorry I have been busy with work and uni so my replies are often slow. Your zones appear to be in order now. Did you rename your brutus spawner script_string?

No worries man :) and yeah I renamed it to open_to_power but he still spawns at start :(

This is a really lazy way to fix but I have some very serious things going on irl and cant do a proper help/fix for you. For the time being place a trigger_multiple that will only be touched when a player walks into a new zone. Match the script_string on the spawner struct to be the same as that on the trigger. Make it different than the zone flag to avoid issues. Here is an example trigger_multiple:

If this doesnt work you are definitely using the wrong prefab