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FF2 Freak Fortress 2 doesn't disable itself entirely on non-VSH/Arena Maps


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MaloModo
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Join Date: Aug 2008
Old 04-08-2014 , 12:37   Re: Freak Fortress 2 doesn't disable itself entirely on non-VSH/Arena Maps
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Quote:
Originally Posted by ClassicGuzzi View Post
I highly recommend UMC, I have a MultiMod Server with 8 or 9 different mods without any problem.
Just remember to use "command" and "pre-command" in order to activate FF2/VSH just before you server changes the map.
Precommand,...that is what I was looking for. I do remember reading before about unloading / loading before map change. Will try that. And get back. Still think FF2 will leak...let's see

And FYI I all ready use UMC.

UPDATE: So I did a quick and dirty experiment to "mimic" the UMC scenario using precommand etc to unload and load plugins (VSH vs FF2). It does seem to work if I unload say FF2 before switching maps to VSH and vice versa. So 2 things if you want to help. First I assume you have one in plugins folder and then some other folder for the other and use paths to unload and load? Which I had to do in this scenario because obviously otherwise they would both get loaded if in plugins folder on map change I believe. And pretty sure the cvars themselves will not work at this time. Second, I currently run vote next map set up with so many minutes leff. You run the vote at the end of the last round? Because after reading here: http://code.google.com/p/sourcemod-u...uleMapCommands it sounds like if you use pre-command for either group or map once the vote has ended if runs the pre-commands (ie it would unload say FF2). Obviously it not last round would then go to say normal arena or what have you?

LOL am I making and sense.....

Obviously "ideally" it would be "easier" and "smoothier?" if the enable/disable CVAR worked on their own as Powerlord points out.

Last edited by MaloModo; 04-08-2014 at 15:20.
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