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.
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).
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).