So, I was working on a map, and was going to use a zone, but my map needed extremely precise measurements, which the zone lacks. Then I thought about the zone for a while, until I came to the conclusion that zones are overrated, and overused.
Now, I am not saying the zone is the new repeater, but it definently has its cons.
First, lets compare the zone to the trigger :
Trigger
- Zones have wonky hitboxes (get to this later)
- triggers are more customization
- triggers are 5 times more memory efficient
- Zones has some unique settings that the trigger lacks.
OK, so lets first talk about flexibility and customization.
A zone is quite useful, as it has the ability to detect players going in, and out. Also, it can turn off gadget fire! But compared to the trigger, it does lack a couple things. Let say, you only wanted the zone to toggle a certain amount of times. You solve this by making a counter, wired to the zone. But then you reconsider, wait, if i use a trigger, there is a max trigger setting! WHOOOOOOPY! *you retaliate by saying “What if we want to cover a big area,? The trigger only has a small area that we can use to use collision to trigger!” Now, yes yes, This is true, but I need to remind you, most of the time, we use a zone to cover a certain room or something. What we can do is block the entrance with trigger, then once it triggers, it turns off, turns on another trigger, then when that one triggers, deactivate that one, then reactivate the old one. So BOOM!!! WE DID IT!
Next, we hit the wonky hitboxes. I’m going to keep this one short, but basically, zone hit boxes are a little bit off. Now this really doesnt matter most of the time, but well, it makes some precise calculations near impossible. While, if you use a trigger, it might cover a smaller area, but it is extremely precise. You can either block the entrance, or if it is a large area, use a coordinate device. (talk about this later.) Or if u want, you can border the area with triggers.
Need we really talk about memory?
I mean, triggers are 40, zones are 200. End of story
When I talk about unique settings, I am saying stop gadget fire. Now, yes, trigger lacks that, but there is a simple fix. Slap a barrier over the area, and you got yourself a gadget free area.
Coordinate Device
Ok, lets talk coordinate device.
- Litterally unlimited zones, as you can set parameters, using < and >
- WAY MORE PRECISE
- A lot more memory.
- Property Linked
- Can detect if you spawn in zone.
So, im not gona write a lot on the coordinate device, because if you really want the full yap session,
here it is!
Anyways, a summary of it is that due to the property, and it updates whenever the player moves, it can track the player location quite efficiently. It is more precise, (at least thats what i think)
and can make unlimited zones. I’m pretty sure if you use over 27 zones, the memory is worth it. On the topic of memory, the coordinate device is a bit more demanding on memory, so if you only see the Zone like once, you need to consider the cons. Its more precise because of its trigger timing. Basically, the coordinate device triggers every time someone moves, (player scoped) which is a lot faster than the Zone. Ig you can say that it’s auo is higher that the Zone?
Also, if you spawn into a zone, it doesn’t trigger, but if you use a trigger loop, then compare the x and y values, you can detect stuff in zones. (thanks to @Firebirds for accidentally showing me this. We were pranking each other, when he made an infinite ko chamber with a zone, but didn’t work.)
Anyways, in conclusion, basically, the Zone is overused. We can substitute it with a lot of things.
Now, I do admit, there are some situations that we need a zone for, so stop commenting random very specific situations. I am just talking about how in general, zones are overused.
Anyways, I’m going to stop typing now. Thanks for reading another one of Epi320 15 min essay.