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"Valve Retakes" + "cs2-retakes" #113

@frsvme

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@frsvme

Hi. I am very grateful to your development, but I have a few questions and a problem...
Your plugin generates «.../cfg/cs2-retakes/retakes.cfg» config that contains the cvar «sv_skirmish_id 0» - what is the meaning of this cvar? After all, it only works with the value «sv_skirmish_id 12»? (I could be wrong)

I need a built-in plugin weapon allocator called by !guns was disabled and it was possible to use the weapon allocator included in the game, which works just only if the cvar «sv_skirmish_id 12» is used. (see the screenshots below)

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To start this mode, you just need to write game_type 0; game_mode 0; sv_skirmish_id 12; map de_mirage in the console, or set these parameters at the start of the dedicated server.

I tried to satisfy my requirements by correcting «sv_skirmish_id 0» to «sv_skirmish_id 12» and changed «EnableFallbackAllocation» to «false» in the plugin config - the weapon allocator built into the game worked, but another problem arose: With this setting, as far as I understood correctly, the spawns are used as prescribed in «map_config», and directly embedded in the game, from the «sv_skirmish_id 12» mode itself.

While we were testing this collaboration of the mode and the plugin with my friends, we came across the following several times:

  1. Sometimes, 2 players spawned in each other at the bomb plant spawn, which made it impossible to move until one of them died.
  2. Sometimes, when «Retake A», one or more players spawned near point B and vice versa. (This is where the spawner built into the game was probably working out in this mode.)
  3. Sometimes the plugin announced «Retake A» in the chat, although in fact «Retake B» took place in the game and vice versa.

How do I set up the whole thing correctly so that:
-The Spawns work from the plugin
-The weapon allocator works from the built-in mode in the game?

Thx for you! <3

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