Raised This Month: $51 Target: $400
 12% 

Solved How to replace the entire map entity text?


Post New Thread Reply   
 
Thread Tools Display Modes
Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 08-03-2021 , 16:55   Re: How to replace the entire map entity text?
Reply With Quote #11

Maybe not related but the entities are all in the same origin, I don't recommend that for entities that have collision, sometimes they may "disappear" from the map. (more common on prop_physics entities)
__________________
Marttt is offline
kadet.89
Veteran Member
Join Date: Nov 2012
Location: Serbia
Old 08-06-2021 , 04:20   Re: How to replace the entire map entity text?
Reply With Quote #12

On My CS:GO server I use stripper to craet weapon_hegrenade. At the moment it works. The problem on your side might be caused by a weapon cleaning plugin or, as it was mentioned, the engine might not allow multiple weapon intities in single location. If 2+ physical objects are placed together, the physics pushes them in opposite directions. You might be able to finde the weapons somwhere around the spawn location.
What stripper does miss is a flexible interface to reload configs on the fly and to create unified configurations for map groups.
kadet.89 is offline
Send a message via Skype™ to kadet.89
Austinbots
Member
Join Date: Jan 2010
Old 08-13-2021 , 14:26   Re: How to replace the entire map entity text?
Reply With Quote #13

Stripper is working with CSGO and weapons currently.

I got some bad intel on this setting...
mp_weapons_allow_map_placed

I was relying on the comment for this setting from a popular csgo web site and the comment there is wrong.

From the web site:
"This command, if disabled (0), will make it so weapons are not removed from the floor when the match starts. Default is enabled (1), meaning weapons are removed from the floor when the match starts."

From the DS console:
"mp_weapons_allow_map_placed" = "0" game replicated - If this convar is set, when a match starts, the game will not delete weapons placed"

It has to be 1 for the weapons to NOT be removed at the start of the round.
mp_weapons_allow_map_placed 1

Thanks guys for the feedback.
By comfirming it was working with weapons it got me to recheck everything instead of assuming it was a stripper problem.

Sorry for the false bug report.

Be careful who you follow....

Last edited by Austinbots; 08-13-2021 at 14:27.
Austinbots is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 23:59.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode