Melee only teleport?

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Is there a way to make a teleport force melee only as a player teleports to a melee only room?

Reason I ask is because some kids found a way to get around the triggers I have in place for a melee only room and of course, they seem to like greifing other players with it. How they managed this, I'm not sure yet but I am hoping that adding it to the teleport instead can solve this problem.

Currently I have 2 triggers wrapped around the melee only room.
tf_add_player_condition melee only with a duration of 0.1 and cannot switch from melee with a duration of -1

This method worked great for around a year but last night, even engi's were pulling out their pda and building with in the triggers while others were able to cycle through their other weapons as well.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
I think it would be helpful if you could find out how they are circumventing your setup.

Your setup seems sound enough, so i think it's just a matter of patching the bugs in it.

Definately up for suggestions on how to go about that. ;) No one ever wants to tell an admin how they exploiting something (Ya, some 1 hour bans got handed out) and tried to replicate it myself but couldn't. Google came up with nothing on this except for this post. Then again, this could be a new exploit.
 

Diva Dan

hello!
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Mar 20, 2016
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Might be a band-aid solution, but you can try and use trigger_add_or_remove_player_attributes (not in the FGD) to set people's clip size and fire rate to 0. Try using "fire rate penalty" and "clip size penalty".

"Valve set up attributes that affect weapons (like fire rate, reload time) such that if you add the attribute to the player, all the weapons that player has get the attribute"

From here:

https://tf2maps.net/threads/trigger_add_or_remove_tf_player_attributes.26677/

So supposedly that would let you completely nullify the usefulness of the weapons. And the comment swordfish made about func_nobuild is that it would solve the issue you may have with engineers building stuff.

The vdc page has a really usefull list of stuff you can use, and tells you how to add it to the FGD (I think)
https://developer.valvesoftware.com/wiki/Trigger_add_or_remove_tf_player_attributes
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Seems my assumption was correct. This is a somewhat new exploit to tf2.

One kid finally spilled it after going into the room and getting his ass handed to him while using the exploit himself. I guess he got mad that only he couldn't use the exploit all to himself.

Here is how both ways work:

1. The Panic attack, if a person is equipped with The Panic Attack, they can enter a melee only trigger while reloading and keep the weapon after. This also allows them to cycle through the rest of the weapons afterwards.

2. Dropped weapons. Even though an area is melee only, players still drop all their other weapons upon death. That player and other players can spam a weapon pick up to eventually be able to hold onto it. Then they are able to cycle through their weapons with in the trigger.

Tested both to find out that they do work.

This also means my idea of adding melee only to the teleport won't stop it either. Looking through all the triggers available and the options for them, I am not seeing a way to strip players of other weapons upon entering the melee room. (Unless I missed something in there) That way I could just have their weapons returned when they exit.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Might be a band-aid solution, but you can try and use trigger_add_or_remove_player_attributes (not in the FGD) to set people's clip size and fire rate to 0. Try using "fire rate penalty" and "clip size penalty".

"Valve set up attributes that affect weapons (like fire rate, reload time) such that if you add the attribute to the player, all the weapons that player has get the attribute"

From here:

https://tf2maps.net/threads/trigger_add_or_remove_tf_player_attributes.26677/

So supposedly that would let you completely nullify the usefulness of the weapons. And the comment swordfish made about func_nobuild is that it would solve the issue you may have with engineers building stuff.

The vdc page has a really usefull list of stuff you can use, and tells you how to add it to the FGD (I think)
https://developer.valvesoftware.com/wiki/Trigger_add_or_remove_tf_player_attributes

Wouldn't that affect melee weapons too and their usefulness?
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
And the comment swordfish made about func_nobuild is that it would solve the issue you may have with engineers building stuff.

Re-reading that yes, sounds a bit smart assed when really it just confused me. All apologies!
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Reload speed and clip size wouldn't affect melee at all

Oh yea, duh! Lol

I'll mess with some of it and see what I can come up with. Seems I can add this to the teleport's output trigger which helps a ton. I won't have to resize everything wrapped around that room to squeeze in a test trigger. ;)
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
It's all fine and looks does look like I'm going to have to use that idea too. There are attributes to gimp engineer buildings but putting in one of those triggers too will be better to stop building in that room altogether. ;)

Seems every time I come up with a cool idea some kid figures out how to exploit it. Lol
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Not sure if I am missing it but, I went to create the trigger and trigger_add_or_remove_player_attributes is not in the list. Did it get removed?
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Nevermind lol.

Yes I can be one of those absent minded mappers. Took some digging but found it!

And thank you again everyone!