Level Editor/Entities/Zone

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Zone
Made with Any brush, with Is Area ticked in the inspector
What it is A volume the gamemode and outputs react to: a capture point, a spawn room, a hazard, a trigger
In the game Only its shape: invisible and not solid in the game

A zone (also called an area trigger) is a volume of space that something reacts to when players go in and out of it: a capture point, a spawn room, a deposit area, a hazard, a trigger that opens a door. Any brush can be a zone, so a zone can be the exact shape of a room, carved and clipped like any brush.

Making a zone

  1. Build a brush of the shape you want with any shape tool.
  2. With it selected, tick Is Area in the inspector. The brush is no longer solid or visible in the game; it only marks out space.
  3. Set Trigger Name to the name your script or outputs will use, for example Capture Point. Left blank, the brush's own name is used.
  4. Set Zone Team if the zone belongs to a team (0 means neutral).

Zone brushes draw translucent in the editor (Area Trigger Opacity in Settings). View > Show Zones hides them all; Edit > Click Through Zone Brushes lets you click what is behind them.

Inspector

These appear once Is Area is ticked, under the brush settings.

Setting Type Default What it does
Trigger Name Text empty (the brush's name) The name a gamemode script matches and outputs target. Several zones may share it (one Spawn Room per team); Zone Team tells them apart. Names are matched exactly, capitals and spaces included.
Zone Team 0 to 8 0 Which team the zone belongs to. 0 is neutral.
Use Prompt Text empty Makes the zone usable: the HUD tells a player standing in it to press the use key for this ("Change the dummy's loadout"). A press fires the zone's OnUse output and the script's _zone_used. Leave it blank for a zone nobody uses.
Team Differs Per Side Check box On A Mirror Node's copy of this zone belongs to the other team. Untick it for a zone both halves share.
Outputs Outputs panel none What the zone fires, and at whom, when players come and go. See below.

Outputs

A zone works without any script through its outputs. Events it fires:

  • OnEnter: a player came in.
  • OnExit: a player left it, or died in it.
  • OnFirstEnter: a player came into it while nobody stood in it (for an output with a Team, while nobody of that team did).
  • OnLastExit: the last player left it (or the last of that team).
  • OnUse: a player pressed use in it (a zone with a Use Prompt).

Inputs it takes: Enable, Disable and Toggle. A disabled zone fires nothing, though who stands in it is still counted and a gamemode still hears about it.

Outputs reach a zone by its Trigger Name. See Outputs and logic.

In the game

Only living players count, by the point they stand on. A zone placed in a moving platform moves with it, so a lift can carry a capture point. A payload cart carries a zone of its own.

For how scripts use zones, see Zones in scripts.

Warning: Do not name a zone WorldBoundary; that name belongs to the World Boundary.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use