I can replicate the issue, let me debug it
okay, thank you for taking the time!
Found the issue:
If the zone was empty, it wouldnât detect any parts that have exited. Removing this guard clause should fix the issue
The new version has been pushed to the PackageLink, thank you for reporting the bug!
Still not working. I have the zone touching a goal and a baseplate. Maybe thats the issue?
That shouldnât be an issue though, hmmâŚ
Just a suggestion. I dont know the specifics of how any zone modules work I just trust that they do lol.
Ok, so the issue was that you were listening to Part with :ListenTo() instead of BasePart, when your ball is a MeshPart.
AHHHH okay. Im so stupid for that sorry
alright, gonna stick with zoneplus for now, need the random point the most
Hi, what do you mean by a random point ? Being able to in any zone determine a random point in that zone and spawn to it?
in zoneplus you can call a function on any zone, and itll return a vector3 of a random point in that zone, can use that to do, anything, in my case i want to randomly spawn fireflies in set regions near the player
Hello, I have implemented this feature into my new module LessSimpleZone.
Enjoy
OOps, just remove the __metatables and itâll work Ill be releasing a package version without them rq
New package version without protected metatables published, might take a while to update
Update: Added âLocalPlayerâ as a valid :ListenTo() datatype!
Example:
local zone = Zone.fromPart(workspace.Example)
zone:BindToHeartbeat()
zone:ListenTo("LocalPlayer", "Entered", function()
print("The local player has entered the zone!")
end)
I also removed some issues regarding overlapping BVHâs with the .fromBoxes() constructor.