ZonePlus v3.2.0 | Construct dynamic zones and effectively determine players and parts within their boundaries

Is there any way to add atmosphere effect for planets to be affected to player client only not all player clients whenever player go inside the planet it change from space atmosphere to planet atmosphere is it possible do that on Roblox?

In a client script, utilize localPlayerEntered and localPlayerExited to detect when a player enters/exits a zone then apply the respective atmosphere effects to the lighting.

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thank you! I was still figuring it out since almost a year

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It perfect working for my upcoming project

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Elaborate more, and where is the script located at and what is the code used?

I’m making a fe2 fanmade game. This is the code I used for the flood “the code I showed was the code the topic showed.” I modified the code, and now everytime someone dies, they are never allowed on the zone ever again. If you want more information, look at my most recent topic: ZonePlus v3.2.0 Not Working After Death

I have a problem with zone but I want to change clock or time with tweening but somehow it throw me a error…

is there way to get around fix that?

I’m having the same issue for more than one week until now…

Need you to show code and where it’s located at.

Need to show code as well as you may not be doing it correctly.

This script is used for hitbox. (probably not the best idea, but just fits in my case.)
Whenever a projectile is throwed this script is enabled, and first time just works fine, but whenever I die, resetting or not, the script just dies, and doesn’t outputs anything.

local Projectile = script.Parent
local Visual = game.ReplicatedStorage.ToolsSettings.StinkGranade
local Settings = game.ReplicatedStorage.ToolsSettings.Mine

local Tween = game:GetService("TweenService")
local ZonePlus = require(game.ReplicatedStorage.Zone)

local Owner = script.Parent:WaitForChild("Owner").Value

local Survivor = game.Teams.Survivors
local Frog = game.Teams.Frogs
local Players = game.Players

local PlayersInHitbox = {}

local TouchedGround = false
local AlreadyUsed = false
local HitOutline
local HitBox
local HitNew
local IsAdd = false

local ItemInfo = {

	-- Sons
	GroundSFX = "rbxassetid://379275626",
	DamageSFX = "rbxassetid://2648568095",
	LaughSFX = "rbxassetid://5445066989"
}

function FirstTouched(t)
	if IsAdd == false then
		IsAdd = true
	HitBox = Visual.Visual.BoxHit:Clone()
	HitBox.Parent = Projectile
	HitBox.Anchored = true
	HitBox.Position = Projectile.Position
	HitBox.Smoke.Enabled = true	
	HitBox.Size = Vector3.new(5, 5, 5)	
	
	local VisualScript = Visual.Visual.Visual:Clone(); VisualScript.Parent = HitBox; VisualScript.Enabled = true
		
	Tween:Create(HitBox, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out, 0, false, 0), { Size = Vector3.new(30.029, 30.029, 30.029) }):Play()	
		
	Projectile.Sounds.Break.TimePosition = 1.25
	Projectile.Sounds.Break:Play()
	Projectile.Sounds.Gas:Play()
		
	Projectile.Anchored = true
	Projectile.Transparency = 1
	Projectile.Content.Transparency = 1
	Projectile.Tamp.Transparency = 1	
		
	Projectile.CanCollide = false
	Projectile.Content.CanCollide = false
	Projectile.Tamp.CanCollide = false
		

	end
end

function EnteredHitBox(player)
	local Character = player
	local CurrentPlayer = player.Character
	
	PlayersInHitbox[player] = true
	while PlayersInHitbox[player] do
		if not PlayersInHitbox[player] then
			break
		end
		player.Character:FindFirstChild("Humanoid"):TakeDamage(5)
		
		local Select = math.random(1, 2)
		
		local Cough = script.Cough:Clone()
		Cough.Parent = CurrentPlayer.PrimaryPart
		
		if Select == 1 then
		Cough.SoundId = "rbxassetid://6333150436"
		else
		Cough.SoundId = "rbxassetid://6333150725"
		end	
		Cough.PlayOnRemove = true
		Cough:Destroy()
		wait(3)
			end
end

function LeavedHitBox(player)
	local Character = player
	local CurrentPlayer = player.Character
	
	PlayersInHitbox[player] = nil
end

Projectile.Touched:Connect(function()
	
	FirstTouched() wait()
	HitNew = ZonePlus.new(script.Parent.BoxHit)
	
	HitNew.playerEntered:Connect(function(plr)
		EnteredHitBox(plr)
	end)
	
	HitNew.playerExited:Connect(function(plr)
		LeavedHitBox(plr)
	end)
	
end)



oh sorry!! but I had to use lighting zone that from playground file but idk why it not work with current version that not need to be in folder…

Change your zone module to the latest one and show your script/location after migrating and see if it works.

i’m using latest version but I can try show it tomorrow it late in here for me.

I have an issue using it with streaming enabled, I am currently using ZonePlus for lighting, but it does not work when I have streaming enabled, when it is disabled it works fine, but when it is enabled it does not. I have tried adding WaitForChild() but it doesn’t seem to work too. Any solution for this?

Also, here is the script I’m using for lighting:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Zone = require(ReplicatedStorage.Modules.Zone)
local ZoneController = require(ReplicatedStorage.Modules.Zone.ZoneController)
local Lighting = game:GetService("Lighting")

for i, v in pairs(game.Workspace:WaitForChild("InteriorLights"):GetChildren()) do
	local AllParts = Zone.new(v)

	AllParts:bindToGroup("AmbientAreas")

	AllParts.localPlayerEntered:Connect(function()
		Lighting.Ambient = Color3.fromRGB(255, 255, 255)
	end)

	AllParts.localPlayerExited:Connect(function()
		Lighting.Ambient = Color3.fromRGB(70, 70, 70)
	end)
end
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Hey, I never used an open source project like this and is intrested is this future proof?

Is this recommended for melee hitboxes?

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If you track too much items (14 for me) :trackItems() it will completely break and getItems will throw error attempt to index nil with CFrame
getParts() will also return empty array
and events like itemEntered and itemExited wont fire

absolutely essential to complex games, thank you all for the time you put into this free resource!

Starting to get this as well. It can be buggy and inconsistent.

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