ah i see what you're talking about... i forgot cos i haven't used a multilevel game in ages but the issue you're referring to is not that the radar is active in the level but is left on the screen from the previous level (and still showing the previous level dots etc)
i dont want to set up a multilevel game right now as im being lazy but this should work, just replace your winzone script with this one
edit; this goes on the levels that DO use the radar (so it gets removed before the next level loads)
-- LUA Script - precede every function and global member with lowercase name of script
function winzone_init(e)
end
function winzone_main(e)
if g_Entity[e]['plrinzone']==1 then
--remove radar \/
for c = 1 , enemyCount do
if radarEnemySprites[c] ~= nil then
DeleteSprite(radarEnemySprites[c])
end
end
for c = 1 , objectiveCount do
if radarObjectiveSprites[c] ~= nil then
DeleteSprite(radarObjectiveSprites[c])
end
end
if radarSprite ~= nil then
DeleteSprite(radarSprite)
end
--remove radar /\
JumpToLevelIfUsed(e)
end
end
if you're not using a winzone or it's edited just copy and paste the code between the comments to the line before your own JumpToLevel.