FlashHit

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If I understood it correctly it only lists entities that have isEventConnectionTarget set to 2 or less. (0 only client, 1 only server, 2 both)

The issue is a bit different then that. You are able to remove the player from the channel after a round restart. But the client won't receive an event for...

``` Crash ID: 96078b39-207d-4b4c-873f-aa4f494eb505 Build Number: 18808 Release Branch: dev ```

Fixed in build `19968`. Go to [changelog](https://docs.veniceunleashed.net/general/changelog/#19968) for more information.

https://streamable.com/vu0mp2 Testmod: [CapturePointEntity.zip](https://github.com/EmulatorNexus/VeniceUnleashed/files/5178397/CapturePointEntity.zip) ```lua Events:Subscribe('Level:Loaded', function(levelName, gameMode, round, roundsPerMap) local iterator = EntityManager:GetIterator('ServerCapturePointEntity') local entity = iterator:Next() while entity ~= nil do entity = CapturePointEntity(entity) if entity.name == "ID_H_US_A" then...

I guess we need something like: `CapturePointEntity:Capture(team TeamId)` or idk. The `CapturePointEntity` has an outgoing event called `OnCaptured`. But there is no way to trigger it. I just tried again...

Or we need support for `CharacterSpawnEntity`. Idk, I just need something to capture a flag AND enable the spawns for that capture point.

Fixed in build `19963`. Go to [changelog](https://docs.veniceunleashed.net/general/changelog/#19963) for more information. Use `CapturePointEntity:EnableSpawners` & `CapturePointEntity:DisableSpawners`. Or use `SpawnEntity.enabled`.

> why is this commented out? and how is this not causing errors? this is used at so many places Ah it is done in the functions below