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| author | Bob Blackmon <bob.blackmon@ymail.com> | 2017-04-01 17:33:54 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-04-01 17:33:54 -0400 |
| commit | e950e06d60365610e878a0a3bb350b85fea34d78 (patch) | |
| tree | 667ff48855507e7862c920db04b5a45a2d925970 /README.md | |
| parent | 882b1af63fa1f624811f943d624c2f5569ed7fd4 (diff) | |
| download | zones-e950e06d60365610e878a0a3bb350b85fea34d78.tar.gz zones-e950e06d60365610e878a0a3bb350b85fea34d78.tar.bz2 zones-e950e06d60365610e878a0a3bb350b85fea34d78.zip | |
Update README.md
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 30 |
1 files changed, 15 insertions, 15 deletions
@@ -6,26 +6,26 @@ If you have a universially beneficial change, please consider making a pull requ For easy in-game designation of persistent polygonal zones which are used by any script. ## How to Use: ## -All zones are saved in zones.List; see an example below. -Zone creation is handled with weapon_zone_designator and ent_zone_point, but can be done in code as well. -When a zone is created, changed, or removed all zones are synced to clients. When clients join they are also synced. -Any extra details can be saved to a zone. Everything is written to a txt file and is persistent to the map. +- All zones are saved in zones.List as tables. +- Zone creation is handled with weapon_zone_designator and ent_zone_point, but can be in code as well. +- When a zone is created, changed, or removed all zones are synced to clients. When clients join they are also synced. +- Any extra details can be saved to a zone. Everything is written to a txt file and is persistent to the map. -Since multiple scripts might use the zones system, don't assume that every zone is related to your script. -To register a zone class, use zones.RegisterClass(class, color); use a unique string like "Scriptname Room". -When a zone class is registered, admins can use the tool to create new ones. -When a new zone is created, the "ShowZoneOptions" hook is called clientside. See the hook below for documentation. +- Since multiple scripts might use the zones system, don't assume that every zone is related to your script. +- To register a zone class, use zones.RegisterClass(class, color); use a unique string like "Scriptname Room". +- When a zone class is registered, admins can use the tool to create new ones. +- When a new zone is created, the "ShowZoneOptions" hook is called clientside. See the hook for documentation. -Use zones.FindByClass() to find all zones which are of a given class. -Use ply:GetCurrentZone() to find the zone that a player is standing in. +- Use zones.FindByClass() to find all zones which are of a given class. +- Use ply:GetCurrentZone() to find the zone that a player is standing in. ## Installation: ## -This is a shared file so include it in any shared environment. Also include ent_zone_point and weapon_zone_designator as a shared ent and weapon. -You should not put this file directly in lua/autorun. +- This is a shared file so include it in any shared environment. Also include ent_zone_point and weapon_zone_designator as a shared ent and weapon. +- You should not put this file directly in lua/autorun. ## License: ## -YOU MAY use/edit this however you want. -YOU MAY distribute this with other scripts whether they are paid or free. -YOU MAY NOT distribute this on its own. It must accompany another script. +- YOU MAY use/edit this however you want. +- YOU MAY distribute this with other scripts whether they are paid or free. +- YOU MAY NOT distribute this on its own. It must accompany another script. *Enjoy! ~Bobbleheadbob* |
