We ran into this problem in TF2. The problem is that the engine won't re-use edict slots for a small amount of time, to avoid networking problems with lag potentially causing client / server confusion about what entities. So when you destroy and recreate a lot of entities in a single frame, the edict slots for the destroyed entities won't be reused by the newly created ones. Which means you need to have enough edict slots to store 2x your recreated entity count.
If you're using the OB engine, you can use the new feature we added for TF2, by calling this function after you delete your entities and before you recreate them: engine->AllowImmediateEdictReuse(); This will run through the edict list and mark all slots as immediately re-usable. Note that if you're hitting this with an empty map, it's more likely that you've got a bug. The max edict count is 2048, and it's unlikely you're hitting that with just your weapon entities. You may have some endless loop recreating entities over & over again. Also, we tried a similar process in TF2 of recreating the weapon entities on respawn, and found the network traffic resulting from players respawning (localplayer gets a big update with the new weapon entities), and other players entering your PVS (their new weapons are in different slots than the ones you last saw them with, since they've died & respawned) were significant. We changed it so that the weapons are only destroyed & created when players change class, and saved a bunch of network bandwidth. You might want to do something similar. Robin. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sent: Monday, April 28, 2008 2:53 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Map reset. When the map is reset in my mod (with more than 10 players), I get the error 'No free edicts'. I've tracked it down to the weapons given to the players on spawn, each receiving about 6 weapons each. Is there anything I can do to? (yes i've even tried it on a empty map) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders