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Deathrun: CTSafe buttons (prevent CTs from activating traps)


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Snake.
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Join Date: Jul 2017
Old 02-09-2021 , 07:43   Re: Deathrun: CTSafe buttons (prevent CTs from activating traps)
Reply With Quote #51

Is it possible to make support for the buttons we created? These buttons being activated/deactivated but not saved after map change. Here is a video that shows the situation:

https://www.youtube.com/watch?v=raBu...ature=youtu.be
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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 02-09-2021 , 08:43   Re: Deathrun: CTSafe buttons (prevent CTs from activating traps)
Reply With Quote #52

How are those buttons created? The plugin saves the buttons by their model id. Do your buttons have one? Show their code.
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Last edited by OciXCrom; 02-09-2021 at 08:43.
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Snake.
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Join Date: Jul 2017
Old 02-09-2021 , 12:43   Re: Deathrun: CTSafe buttons (prevent CTs from activating traps)
Reply With Quote #53

Quote:
Originally Posted by OciXCrom View Post
How are those buttons created? The plugin saves the buttons by their model id. Do your buttons have one? Show their code.
It is inside my private plugin.

timer entities are made after map change, i think they dont have model id (like button traps which are already made by map)
if this information helps, these buttons have classname: timer_start and timer_stop. If you are unable to help, no problem.
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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 02-09-2021 , 13:39   Re: Deathrun: CTSafe buttons (prevent CTs from activating traps)
Reply With Quote #54

Try doing this in your plugin:

Code:
set_pev(iEnt, pev_iuser2, 366636)

Where iEnt is the button.
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