Zones no longer need to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE ... or using a script.
Possible types: win, death, ball, flag, fortress, zombie, target.
SPAWN_ZONE <win|death|ball|target> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE <fortress|flag> <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE zombie <player> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>
Instead of <x> <y> one can write: L <x1> <y1> <x2> <y2> [...] Z This will allow you to have the zone follow a set path. It will continue to use the same initial speed. optional: if you wanr to give zones a name you can include: SPAWN_ZONE n zone_name TARGET ..... If you give more than one zone the same name you can influence all zones of the same name simultaneously.
<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type. If you spell it incorrectly, it links the zone to the closest player team(default behavior).
<pos_x>, <pos_y>, self explanatory. Of course it depends of the map
<size> is the radius of the zone
<growth> is the growing factor of the zone.
<dir_x>, <dir_y> is the speed vector, to make the zone move all alone Wink
<bouncing_flag> is a boolean. true or false (still case sensitive). If true, it makes the zone bounce on the rim walls
<red>, <green>, <blue> are the colour component for the zone between 0 and 15. If not specified, it will be white. If the zone is linked to a team, the color will be the team color whatever you set here.
spawn_zone death 200 300 10 0.5 0 30 true 0 0 15 20
This would spawn a death zone with the following attributes...
coordinate x=200, y=300 size radius=10 growth=0.5 speed along x=0 speed along y=30 It will bounce of walls colour=blue max radius it will grow to=20