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Try creating a text document, rename it to "mapname.edt" and make sure full file extensions are shown, or it could be adding a hidden .txt to the end of the file name, which would make it not work.
Inside the edt put in something along the lines of:
Edit: You must put this edt file in the same folder as the map, on the server, not the client.
You can also configure SourceMod to automate most of this for all maps, but sometimes you will need more configurations for certain sequences, which would be easier to do in an edt.
Do I have to do this for all maps that don't spawn the player with the suit?
You mentioned doing this with sourcemod. If I chose to pursue that method, how would I go about doing it? (I'll still try manually creating the edt file, I just want to try both methods)
I'm assuming instead of putting "mapname" I'm actually putting the name of the map right? You just used "mapname" in your example as some sort of template to help me get started?
You mentioned things about some maps having "specific events" or something of the sort. I wouldn't know which of these maps something like that would happen. Could you describe what some of these would be?
Sorry for so many questions but it does help me out knowing this information. I just want to make sure I execute all of this properly (my goal is to get these maps working properly on the first try).
Thank you for your help though I do appreciate it.
Specific events would be things like going in to a cutscene, or having spawn points that have to change when you get to a new part of the map.
It could also be sequences when weapons or the suit are stripped from the players.
These can also be sequences which use give commands to give weapons to players, which won't trigger the OnPlayerPickup output. It is a bit hard to describe, most of the time you would need to either get the original vmf, or decompile the map to figure out how to work the sequence with multiple players.
As for SourceMod, you would have to write a plugin that essentially just gives all players suits on spawn, and runs through active weapons which would be hooked OnPlayerPickup on map start. Or possibly creating an info_player_equip with the weapon/ammo of said weapon, as an example: