• Working Evocity_v2d Cave block
    7 replies, posted
I'm in great need of an evocity_v2d cave blockage, which does not use PHX Bonuspoints if you can make it remove all the loose props lying around on the maps. like the computer shops.
[code]for k , v in pairs(ents.FindByClass("prop_physics")) do v:Remove() end[/code] Removes all physics props, obviously :P
[QUOTE=Retirsch;16885065][code]for k , v in pairs(ents.FindByClass("prop_physics")) do v:Remove() end[/code] Removes all physics props, obviously :P[/QUOTE] [code] Function RemoveShitz() for k , v in pairs(ents.FindByClass("prop_physics")) do v:Remove() end end hook.Add( "InitPostEntity", "RemoveShitz", RemoveShitz); [/code]
evocity uses prop_physics_multiplayer instead of prop_physics for better network overhead.
Ah. i see. So how would i go about adding a caveblock? I tried many times with many different codes, all that happens is that it removes it BEFORE the actual props have loaded. which causes the server to crash on startup.
ya i would run my server on evo city but it seems that every cave block some minge find away around it
Is someone going to do it or should I just give up hope?
[QUOTE=Kakburken;16885968]Ah. i see. So how would i go about adding a caveblock? I tried many times with many different codes, all that happens is that it removes it BEFORE the actual props have loaded. which causes the server to crash on startup.[/QUOTE] Do the stuff in an InitPostEntity hook.
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