Post: Global Spawning Overflow Fix?
02-24-2016, 02:12 PM #1
BullyWiiPlaza
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); I'm wondering what the best way is for preventing an overflow by spawning. There is a function called spawn("script_model", origin) which is used to spawn a script model at a location. There also is spawnVehicle() and even more I think. How do I make sure that none of them can crash the lobby due to
    G_Spawn: No Free Entities
and similar error messages? Do I really need to create a manual overflow fix for all of them like for example You must login or register to view this content.? This is getting terribly tedious and it's not even a great solution that way. Non-custom GSC functions can still spawn and overflow. Which safe maximum should you choose?

I wanted to shoot A.G.R. tanks and hold down the trigger without having to worry about crashing the lobby or if someone doesn't know about this problem lol. Sal

    shootAGRs()
{
level endon("game_ended");
self endon("disconnect");

while(true)
{
self waittill("weapon_fired");

origin = getCrosshairTraceOrigin();
level thread maps/mp/killstreaks/_ai_tank::ai_tank_killstreak_start(self, origin);
}
}

getCrosshairTraceOrigin()
{
direction = self getPlayerAngles();
direction_vec = anglesToForward(direction);
eye = self getEye();

scale = 8000;
direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
trace = bulletTrace(eye, eye + direction_vec, 0, undefined)["position"];

return trace;
}
Thanks for your time Smile
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