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 Yeah, the map reset tutorial is outdated, but there is a more recent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 Probably outdated if you're on OB, just peek through it to find some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 can even if some of it outdated even for ep1 engine.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