Entities in all source MP games are handled by the server, the client is untrusted as such on connection to a server or loading a new map from the server the client downloads the entities to use from the server ( the entities in the clients BSP are never used ) there are different methods used to override what entities the client use.
example bits of code are available in the sdk from the new round code to the system used in EP2 that overrides the entity lump thats sent to the client. On Wed, Nov 10, 2010 at 2:02 PM, Trevor 'Drak' <dhlco...@wowway.com> wrote: > Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using > keyvalues, that allow you to edit/add/remove entity’s durning map loading. > Can this just be handled server side? If I remove an “info_player_spawn” or > any entity for that matter, because it’s left within the client’s .bsp will > this cause issues? Same with removing brush based entity’s. Do I have to take > care of them on the client? > > Also, I’m not sure where I should call my class that handles these keyvalue > files. I want them read/done soon as the map is finished loading server-side. > Thanks! _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders