Yeah, the map reset tutorial is outdated, but there is a more recent version
on the wiki of it and I was able to implement round restarts in the engine,
even though its a scratch mod. Thank you for that. =)

One thing does not work though. Everything in the map is respawned, except
for a prop_dynamic that we have parented to a func_tracktrain entity. On map
reset its no longer there, but the physics is still there. I ran the engine
through the debugger and it seems that after the engine spawns it, it checks
its global state, and its state is set to GLOBAL_DEAD, and so deletes it.
(util.cpp in the server project, line 1905 OB scratch code) I ran it again
and found when it sets the state to GLOBAL_DEAD, but I can't figure out why
from the call stack.

Anybody deal with this before and know the mechanics behind it?

On Tue, Dec 1, 2009 at 1:01 PM, Yorg Kuijs <[email protected]> wrote:

> For HL2MP mod see:
> http://developer.valvesoftware.com/wiki/Last_Man_Standing_Gametype
>
> Probably outdated if you're on OB, just peek through it to find some
> default functions and the entities you will need to add to a certain
> filter.
> If an older version of the engine follow the tutorial for as much as you
> can even if some of it outdated even for ep1 engine.
>
> So yeah, if it's an HL2MP mod, there ain't much to do anymore just need
> to actually use the round restarting functions when you want rounds to
> restart and that's pretty much it.
>
> Ramin Tawakuli schreef:
> > Me and a group of people are making a mod with the Orange Box Engine, and
> we
> > are kinda wondering where to start coding wise to implement round based
> > game-play into the engine. All we need is a place to start with the code.
> I
> > was looking in the code and noticed a gamerules class called
> > TeamplayRoundBasedRules, so I was thinking either put that into our
> projects
> > or implement our own gamerules class thats derived from the
> sdk_gamerules.
> > Which one is more feasible or is there another way that is more
> favorable?
> >
>
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