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Hi,

is there a way to trigger a multi_manager in GoldSrc only when two seperate trigger_multiple's are being touched at the same time?

The idea is to have the mm activate when two seperate players touch two specific triggers in a DM map.

Thanks
Thanks a lot for the input guys. I was going to do the map for 2 mods, one im working on myself where I'd have freedom with code but the other one is an existing mod, with no access to code. Guess I'll have to make a different version for the latter with regular weapons.
As for the former, I'd have full control over what I want to do. I guess that means I'll try creating a custom entity for the weapon solution which will allow me to do exactly what I want.

@Captain P: That compile tool sounds very interesting! Also appreciate the example package. I'll give your tool a try in the coming days, it sounds like it could definitely come in handy.
I am currently working on a mutliplayer map that is designed to be for a fast paced deathmatch mod. The goal of the map is to provide a fast, seamless action packed experience, where the players will stay in motion for the majority of the time (speedcap is removed so its possible to bunnyhop and gain a lot of speed) and here is the gist: The weapons in HL have too small of a pickup hitbox for what I want to achieve.

The idea is to make them collectable as you jump at a very high speed, without having to be too precise about it.
The solution I came up with for this is by placing a trigger_multiple that targets a multi_manager which in turn targets a game_player_equip that will give you the corresponding weapon. In addition I added a bunch of sprite effects to make it pretty. The multi_manager handles this on a 20s timer, so that the "weapon" respawns after 20 seconds, just like it would be if the weapon was placed normally.
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The trigger_multiple allows me to design it as big as I want it to be for more "loose" dimensions in regards to the weapon pickup. Perfect for when I want to create a bigger weapon pickup hitbox.

The problem with this solution is, that if the players ammo is full, it will obviously still trigger the game_player_equip upon touching the trigger, resulting in my makeshift weapon rune to disappear (and spawning an actual weapon to be picked up from the ground).
User posted image
My question is if there is any way to prevent this? I'm looking for a solution where the trigger_multiple would only be triggered if the player has less than max ammo (i.e. is able to pick up the weapon in the first place).