random problem stripping weapons from players at spawn


Pap
07-05-2004, 04:27 PM
I'm making my custom retarded dodgeball map where players pick up grenades in the middle. The easiest thing to do seems to be to just strip their weapons as they spawn. So in Hammer 3.5, I made a multi-manager, and in properties I un-selected the SmartEdit button, so it looks like this:

http://pap.gotdns.com/images/hammer_multi_manager.png

the target, "strip" is the name of the player_weaponstrip entity.

http://pap.gotdns.com/images/hammer_player_weaponstrip.png

This all worked fine for the first few minutes, or at least until the 6th or so player showed up. Then all of a sudden people would SOMETIMES spawn with all their weapons, which, as you can imagine, completely negates it as a "fun" map if only some people have weapons.

Any thoughts on what I might have done wrong? This is my first map ever, so don't assume anything when it comes to my map-making knowledge.

You know, the thing I can't understand is why anyone would join a custom map called "dodgeball", then after playing for 5 minutes with just grenades, find he CAN shoot at people... and proceed to choose MG-42 and think "Oh man, I'm 31337 cuz I can spawn kill people who have no weapons with my MG-42." And believe me, it's not like it was even funny, because it's just a small arena-sized open field divided into two halves like a basketball (or dodgeball) court.

greenhorn
07-05-2004, 04:40 PM
try setting the multi_manager so it triggers "strip" at 0.2 instead, and make sure you tick the 'multi-threaded' flag on the multi_manager too

Pap
07-05-2004, 04:51 PM
sounds good. 0.2 means 0.2 seconds before it strips, right? I just hope people can't get off cheap random shots before it strips em (it's not like they'd even have to aim to have a good chance at hitting anything :) ).


No real point starting a new thread for this, so here goes my next question:

So players can't just chuck grenades at the other team's spawn point in anticipation if all the players on one team are eliminated, can I just have it reset the round right then and there? Maybe award points to the "winning" team. So that sort of makes it like counterstrike, but the difference is that so long as at least one person on a team is still alive at any one point, players from that team get to keep respawning.

Gorbachev
07-05-2004, 05:03 PM
I think for entities that you're trying to initialize right at the beginning of a round you must put the delay at 0.1 or greater or else little bugs like this might happen. Anything that is triggered later by a button or something can have 0, but round starts don't like 0.

haircut
07-06-2004, 02:16 AM
Weapon Strip is covered quite well in this thread:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=19232


Originally posted by Pap
No real point starting a new thread for this, so here goes my next question:

So players can't just chuck grenades at the other team's spawn point in anticipation if all the players on one team are eliminated, can I just have it reset the round right then and there? Maybe award points to the "winning" team. So that sort of makes it like counterstrike, but the difference is that so long as at least one person on a team is still alive at any one point, players from that team get to keep respawning.

I dunno about that. I took a look at the Half-Life team play entities but I couldn't figure out how to associate an eliminated team with a game end.

Look here:
http://collective.valve-erc.com/index.php?doc=1047683808-21957700

I don't even know if all of those entities work with DoD.

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