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[CS:GO] Spawning Danger Zones


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LionDoge
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Join Date: Nov 2021
Old 11-14-2021 , 17:00   [CS:GO] Spawning Danger Zones
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Hello!
I've been wondering if it's possible to spawn in danger zones. So far I have found that it is possible using vscript with
Code:
ScriptMissionCreateAndDetonateDangerZone(pos1, pos2)
The problem with that is that it only works when you start the map with Co-op strike mode and you can't control the size at all.

I've tried experimenting with dangerzone_entity as these seem to be the zones, I tried creating my own and setting up the netprops but no dice.

There also seems to be dangerzone_controller entity which controls the danger zones I imagine. It has some netprops too but I haven't been able to achieve anything with that.

So now the last idea I have is to find the offsets for functions. The thing is that I have no experience with that as I only started using sourcemod a month ago. I've seen that it is possible to reverse engineer the server.so Linux binary to look up the offsets but from what I seen the newer binaries don't have function names in them.

Now my question if it is possible to somehow find the methods responsible for danger zone without the function names? Maybe there is a way to see what gets called during the game and intercept the offsets? Or is there at least a way to enable dropping of weapons in Co-op strike and make it so that they do not disappear instantly?

Thanks in advance for your help!
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LionDoge
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Join Date: Nov 2021
Old 11-16-2021 , 07:15   Re: [CS:GO] Spawning Danger Zones
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Ok I figured out that I couldn't drop the weapons because I had some cvar set (I was using exec gamemode_deathmatch in my testing script), it was unrelated to co op strike... However I'm still experimenting with spawning the zones outside this game mode. I found some stuff using Ghidra and I have yet to try to use some of these functions. I'll try to figure out how to use them and report back to you.

Last edited by LionDoge; 11-16-2021 at 07:16. Reason: fix typo at beginning
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