[Solved] Random EngFunc_RemoveEntity Crash - NS
When a grenade is thrown, I want to remove the grenade entity and replace it with my own. I have everything working almost perfectly except if I include the code to remove the original grenade entity the server crashes.
I've been messing with this for 12 hours, anyone have any ideas (Natural Selection mod, btw): Code:
#include <amxmodx>The only debug info the hl server gives me is totally worthless, as can be expected. Is there a better place to do this other than FM_SetModel? I saw some code do this for CS in set_model but it was for engine, not fakemeta and it worked... HMMMMMMMMm. |
Re: Random EngFunc_RemoveEntity Crash - NS
Try to post register :
register_forward(FM_SetModel, "fw_setmodel", 1) |
Re: Random EngFunc_RemoveEntity Crash - NS
Try to put after
Code:
engfunc(EngFunc_RemoveEntity, ent); |
Re: Random EngFunc_RemoveEntity Crash - NS
I suggest you do both, as well as a pev_valid() check.
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Re: Random EngFunc_RemoveEntity Crash - NS
I made a little plugin that turned the handnades into flash bangs, and I found it easier to hook FM_Think
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Re: Random EngFunc_RemoveEntity Crash - NS
Worst comes to worst, you can also just use the grenade entity and have your way with it.
Change the timer so it doesn't blow up...change the model, etc. |
Re: Random EngFunc_RemoveEntity Crash - NS
I could have sworn that I tried the suggestions made, but this code works. I ran around throwing nades and they were removed without server crash. Thanks, all.
Code:
#include <amxmodx> |
Re: [Solved] Random EngFunc_RemoveEntity Crash - NS
Bump old thread.
I already tried with killme flags. |
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