Get another player on the server, turn sv_cheats on, look at the player and
type "ent_remove" into console. The server will try to remove the player,
causing it to crash. Usually works without fail.


On Mon, Jun 9, 2014 at 2:01 PM, ics <i...@ics-base.net> wrote:

> Well, running CSGO over a week used to do the trick (server crashed to
> memory error) but i'm not sure if it works like that anymore, since i
> haven't had any crashes for ages. You could try to reproduce this with
> changing maps to different ones time after time and let the 20 bots spawn
> in before you change the map again.
>
> -ics
>
> big john kirjoitti:
>
>>
>> I was actually just going to post this as I am doing the same thing. If u
>> find a good solution please share.
>>
>> On Jun 9, 2014 6:12 AM, "Jesse Molina" <je...@opendreams.net <mailto:
>> je...@opendreams.net>> wrote:
>>
>>
>>     Hi everyone
>>
>>     I am testing a crash recovery system on my srcds control system,
>>     and I need a way to purposefully and reliably seize up my server.
>>      I don't want it to exit; that's easy to do.  I want it to seize
>>     up, like a spinlock.
>>
>>     FYI, doing "cast_ray" on the console causes a nice segfault, "7068
>>     Segmentation fault", exit code 139.
>>
>>     The "killserver" command is close. It is like a "quit", but the
>>     server doesn't exit. Seems like part of the engine is shutting
>>     down, but I suspect it might be possible to start it back up again
>>     since it's still taking commands on the console.
>>
>>     I can do some external stuff, like hitting memory, attaching gdb,
>>     etc, but I'd like to know of an internal command that causes some
>>     spectacular CPU usage.  Something that only a kill -9 is going to fix.
>>
>>     This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.
>>
>>     Any advice would be appreciated.
>>
>>
>>
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