Mikusch / ChaosModTF2

Chaos Mod for Team Fortress 2, powered by SourceMod and VScript
GNU General Public License v3.0
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Some effects aren't disabled/reverted when sm_chaos_enabled is set to zero #21

Closed Tiagoquix closed 8 months ago

Tiagoquix commented 8 months ago

Hello!

There is an effect in Chaos Mod that leaves health and ammo packs as static props.

image

Likewise, there is an effect that randomly removes entities from the map.

From what I've seen in the plugin code, the effects are disabled and reverted when setting the enabled ConVar is set to zero, but this doesn't seem to apply to all effects (like, for example, the ones I mentioned above).

Would it be possible to automatically revert them without restarting the round (mp_restartgame)? If not, perhaps it would be better to restart the round when manually disabling Chaos Mod after such effects have been activated?

For better context, I play on a server where this plugin is installed, but the admins purposely choose to leave the plugin disabled by default and only activate it when they want.

Mikusch commented 8 months ago

Restoring the previous state is very tricky due to all the entities differing from each other. It is more than possible to restart the round when sm_chaos_enabled is set to 0, though. Would that suffice?

Tiagoquix commented 8 months ago

I was thinking about this and, as much as an automatic restart would be good, it would not be intuitive for server operators.

It's better to let the server operators decide whether or not they want to restart the round rather than the plugin calling the shots.