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BUG: .rethrow throws molotov after throwing incendiary grenade

Open Zeviot opened this issue 1 year ago • 4 comments

.rethrow command is throwing molotov grenade after throwing an incendiary grenade

Zeviot avatar Jul 30 '24 23:07 Zeviot

After some investigation, it seems this issue comes from CounterStrikeSharp labelling an incendiary grenade as "molotov_projectile".

This is what I get from printing all the properties of the incendiary entity received in the function OnEntitySpawnedHandler:

IsValid=True EntityIndex=Entity Index 444 Index=444 DesignerName=molotov_projectile PrivateVScripts= Entity=CounterStrikeSharp.API.Core.CEntityIdentity CScriptComponent= VisibleinPVS=True Handle=1635711260672 EntityHandle=Index = 444, Serial = 4330

Zeviot avatar Jul 31 '24 19:07 Zeviot

I tried to reproduce this and I don't know if its related, but by my server crash every time I use .throw after throwing a molotov OR a incendiary. The same with .rethrowmolotov

.throw works as intended for every other kind of nade.

Dying-Ducks avatar Aug 11 '24 17:08 Dying-Ducks

Hey!

As you've pointed out, we get molotov_projectile entity name for incendiary, because both use same projectile entity with different models. These designer names are generated directly from the valve code and there is no incendiary_projectile.

Due to this, I'm not sure if we can actually throw incendiary separately, because in the end the entity would be molotov_projectile, we can only change its model.

shobhit-pathak avatar Aug 20 '24 09:08 shobhit-pathak

There is a rcon command for the Fire Spread. I have tested this with Latest version of CS# and MatchzY as a Workaround with "inferno_max_range" There is "inferno_max_range (150.00000 Default ) for T and inferno_max_range_ct (110.00000 Default) for CT. Setting inferno_max_range 100.000000 is coming close for a Incendiary Spread and leaves some room but not too big i think. Hopefully you can work with that.

CroniC-Flink avatar Aug 24 '24 18:08 CroniC-Flink