Melee fix only 50% working.

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Hey everyone, I've been trying to make a melee map without using that exploitable sv_cheats option.

I have a trigger_multiple that's stretched onto the whole map.

Settings:
tf2problemyh5.png


Compiling and doing it myself works fine, Except when someone joins/bot, it ignores it.

So I tried it on a dedicated server and I thought it worked fine, well...
It did work for everyone this time but sometimes it like failed to change to the melee slot, So people could play with the normal weapons and then after like 2 seconds it switches to melee except for heavy's minigun which didn't swap when it was spinning.

So, anyone know what the problem is?
 
Last edited:

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
try -attack (stops attacking) and probably the heavy spin.
 
T

The Asylum

Or we could just bug the shit out of Valve to fix the kill input crash already.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
From the VDC:
* wait

<integer> Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. Use a trigger_once instead of -1 (never trigger again).
This means that instead of counting it as 0.05 seconds, it counts as 5 seconds. A integer only allows full numbers so the delay either has to be 0 or 1 if it has to be fast
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
From the VDC:

This means that instead of counting it as 0.05 seconds that it counts as 5 seconds. A integer only allows full numbers so the delay either has to be 0 or 1

What do you mean with that it counts as 5 seconds?

It seems to do it every 0.05 seconds and not every 5 seconds.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Then it maybe already does it each second by rounding it up and not just removing that dot. If it realy does it each 0.05 seconds then it would be called a float normaly on the VDC and then the info there would be wrong.

Try to switch you weapon very quick after it forced the melee weapon. and then check if it takes 1 sec (from the moment it switched last time) to go back to the melee weapon again.

It seems the most logical way to me that it does trigger it each second.

If its the case of swapping each second then you can increase the speed by giving the output 20 times the same action and have the delay increase with 0.05 there each time.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Then it maybe already does it each second by rounding it up and not just removing that dot. If it realy does it each 0.05 seconds then it would be called a float normaly on the VDC and then the info there would be wrong.

Try to switch you weapon very quick after it forced the melee weapon. and then check if it takes 1 sec (from the moment it switched last time) to go back to the melee weapon again.

It seems the most logical way to me that it does trigger it each second.

If its the case of swapping each second then you can increase the speed by giving the output 20 times the same action and have the delay increase with 0.05 there each time.
I already tried swapping the weapon at testing the map, and it does work, except on servers.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
You mean the part that they instantly swap weapons? And instead they do it after about 1 seconds. As that is fixed by the multiple outputs all delayed. You cannot get a trigger multiple to be working faster then restarting each second (and when its triggered once other players will still have to wait the remaining of that second).

Just try it and say if it worked. It cannot harm to try it and if it does work then you know the couse also. If it doesnt work at all then we at least know it also.