Might be an obvious question but did you check the list of entities to 
preserve on round restart? If it's not in there try putting it in there 
and see what happens. If it's not in there and you want it to be 
deleted... well I have no idea then, don't use scratch sdk myself.

Ramin Tawakuli wrote:
> Yeah, the map reset tutorial is outdated, but there is a more recent version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 Probably outdated if you're on OB, just peek through it to find some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 can even if some of it outdated even for ep1 engine.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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>>
>>     
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