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Author Topic: This map doesn't have enemy spawn points, can't mole!  (Read 406 times)

heping

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This map doesn't have enemy spawn points, can't mole!
« on: February 28, 2016, 12:21:51 PM »
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Ownz

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #1 on: March 01, 2016, 03:46:09 PM »
we can't really help it if map doesn't have enough spawn points

heping

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #2 on: March 01, 2016, 08:00:40 PM »
How do I set the spawn point ?

joshtrav

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #3 on: March 02, 2016, 01:55:10 AM »
Edit - I am assuming you are talking about CS:GO

The issue is not the spawn points, per say.

Valve changed spawn points to be non-networked, so they register in a higher spectrum on the entity count.  For example, on de_dust2 the spawns start at 2077 (index number) and are not found if you do a standard search through GetMaxEntities.. 

You need to alter your code to iterate  through FindEntityByClassname and search for the spawn points.  I am not sure of that specific war3source code, but that was our issue and I highly suspect it is yours as well. 

This thread also has some info: https://forums.alliedmods.net/showthread.php?t=279249


Revan

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #4 on: March 03, 2016, 09:16:41 AM »
Thanks for the information, it should be fixed now.
The problem was that the spawn positions are now a logical entity, meaning they aren't networked and therefore don't have a edict anymore. The mole code had a IsValidEdict check which then caused the problems.

Buildbot is currently down, if you can't wait you can use the precompiled version attached in this post.
« Last Edit: March 06, 2016, 05:59:40 AM by Revan »
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heping

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #5 on: March 03, 2016, 10:52:52 AM »
soryy
I still can not use mole!
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heping

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Re: This map doesn't have enemy spawn points, can't mole!
« Reply #6 on: March 03, 2016, 10:55:08 AM »
Thanks for the information, it should be fixed now.
The problem was that the spawn positions are now a logical entity, meaning they aren't networked and therefore don't have a edict anymore. The mole code had a IsValidEdict check which then caused the problems.

Buildbot is currently down, if you can't wait you can use the precompiled version attached in this post.

I am cs:go!