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CS:GO – Spawning live bumpmine_projectiles
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Shadowysn
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Join Date: Sep 2015
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10-14-2020 , 07:02 Re: CS:GO – Spawning live bumpmine_projectiles
#
2
There are two seperate property types you can use:
Netprops
and
Datamaps
.
Datamaps may have a few hidden server values not shared with the client, although some/most others are also save values
(netprops)
at the same time.
You can dump datamaps in a similar way as you can netprops, by typing into the developer console:
sm_dump_datamaps "Datamaps CSGO.txt"
However, dumping
datamaps
will also crash or freeze your game.
It's just a side-effect of spawning every single entity into the game in order to get their properties. The
datamap
dump file will still be generated.
SetEntProp
and it's other versions have a second variable you have to put in, either both
Prop_Send
and
Prop_Data
.
Use
Prop_Send
for
Netprops
.
Use
Prop_Data
for
Datamaps
.
Otherwise, you'll get an error in-game if you use the wrong property type.
From what you've said,
m_bArmed
may be a property that just makes the particles appear to clients, and doesn't pertain to anything else gameplay-wise.
Have you tried
m_bIsLive
though?
I've barely tinkered with grenade netprops, and the bumpmine seems to be derivative of the base grenade so I don't think I can give actual advice, but as a last-resort you might need to use an offset or signature of the function that makes the bumpmine live.
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Last edited by Shadowysn; 10-14-2020 at
08:53
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