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Managing S2 Weirdness

These are some of the quirks that exist in the current version of Counter-Strike 2 iconCounter-Strike 2. As the game continuously receives updates, however, solutions presented here are only suggestive. The list will be updated whenever necessary.

note

Some issues mentioned here may be fixed on live servers that use a third-party plugin (e.g. GitHub iconCS2Fixes).

  • Players get stuck on water floors.
    • Provide additional ladders / extend existing ladders so that they touch the water floors.
    • Add trigger_push near the water floor, however, this can cause unintended effects by players exploiting a speed boost from these ladders in water.
  • AddOutput outputs that change an entity’s keyvalue do not work.
    • No good solution, other than to replace them with other entities that can relay the intended output.
    • With CS2Fixes, change the AddOutput function to KeyValues.
  • The random teleportation target mechanism from CS:GO (having multiple info_teleport_destination with the same targetname) no longer works in Counter-Strike 2 iconCounter-Strike 2.
  • Some areas may be drawn in when they should not, including cases when they are completely separated by the void. Refer to the section on VIS.
  • team_intro stops any music played during its cinematics.
  • func_movelinear with mp_solid_teammates 0 kills colliding players if func_movelinear has block damage. If not, the entity simply gets stuck until players do not collide with each other. This is problematic especially with maps has items.
  • Collisions on moving entities are clunky, resulting in players getting stuck in the entity’s mesh. This usually occurs when a player collides into the front or the ceiling of the moving object, making the players clip to the outside.
    • As this is a default behavior of the game, there is not much that can be done other than removing collisions on troublesome parts of the object.
  • Any "explosion damage", i.e. having BLAST damage on trigger_hurt or any env_explosion that hurts players, can crash on a live server.
  • trigger_push appends its force every tick; players within a push trigger is sent flying even with a low push force.
    • If you do not require a constant pushing effect, you can tick Trigger on Start Touch parameter for the push to be applied only on the tick when the player touches the trigger.
    • Else, you may have to recreate the effect manually by using a repeating timer with logic_timer.
    • This is fixed with CS2Fixes.
  • trigger_gravity does not reset the gravity enacted on a player upon leaving the trigger.
    • If possible, create a separate trigger_gravity surrounding the area which resets the player's gravity (default gravity is 1).
    • This is fixed with CS2Fixes.
  • prop_door_rotating can be broken by a HE grenade.
    • Target an input on those doors with SetUnbreakable. This comes up as a broken output, but they do work in game; it is simply missing from the hammer .fgd.