I tried putting prop_dynamic into the preserved entities list before and it did nothing. It was still being deleted because of its GLOBAL_DEAD state. Also, we need it to be respawned because the mechanics of our map gameplay need it to be there on map restart.
I'm kinda wondering, whats the GLOBAL_DEAD state mean? Its a prop_dynamic so obviously its not dead, so what does it really mean? On Tue, Jan 26, 2010 at 2:13 AM, Yorg Kuijs <[email protected]> wrote: > 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 Yeah, the map reset tutorial is outdated, but there is a more recent 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 Probably outdated if you're on OB, just peek through it to find some 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 can even if some of it outdated even for ep1 engine.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? > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ------------------------------------------------------------------------ > > > > > > No virus found in this incoming message. > > Checked by AVG - www.avg.com > > Version: 9.0.730 / Virus Database: 271.1.1/2643 - Release Date: 01/24/10 > 20:33:00 > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

