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CTD concerning spawngroup loading/unloading and forcing hero spawns

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  • CTD concerning spawngroup loading/unloading and forcing hero spawns

    I'm sure the spawngroup loading/unloading entities aren't fully functional/ready-to-use yet, but I am reporting a CTD (as well as some additional information) concerning this anyway, for posterity.

    Crash dump: crash_dota2.exe_20160726192743_1.zip

    Info: Using the info_spawngroup_loadunload entity to load/unload spawngroups/maps works fine when loading the first spawn group map through the console as map <mapname> and letting it load/unload spawngroups (ie. through use of logic_auto in each map). Though, there is an issue when the first spawngroup/map is unloaded; it forces the player back to the hero pick screen (I assume this has something to do with it losing the player's hero when the first map unloads). From there, nothing can be done and the player is stuck there permanently until they disconnect through the console. If you decide to wait until all the spawngroup loading/unloading is finished (without "jointeam"-ing joining a team through console), you can successfully join a team post-spawngroup loading/unloading just fine. The crash comes when you enable force hero spawn through the dota_custom_game_events entity in Hammer (and probably through Lua too) and load the game mode with dota_launch_custom_game <game mode> <map>. Since unloading causes the player to technically lose their hero through the transition between maps, this kills the server and game. Also, this may or may not be intended, but grid navigation is not updated with spawngroup loading/unloading/this sort of map transition.
    Last edited by Toyoka; 08-02-2016, 08:44 AM.

  • #2
    Update: Spawngroups, as I have come to realize through some trial-and-error testing, are better used as additions to a base map that is not tied to spawngroup loading/unloading. This method of using additional maps as spawngroups on top of a base map avoids the crash issue noted in the OP.

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