You have to move for the weapons to autoreload (this is to prevent stickylauncher from bugging etc)
So I have to stand still to shoot with the stickylauncher to use it?
Sry but this makes the demoman utterly useless ;(
No you don't have to stand still, but if you use +reload for the stickylauncher it keeps building up power even when you aren't holding the mouse down.
That script you use fixes it by using -reload while fireing... Why didn't I think about that? xD
I dont want to sound mean, but this script seems to have way to many gameplay flaws to be really useful. Its appreciated though that you try to help other people

Instead, you might want to try out this script that I used to use. demm gave it to me once (and he copypasted it from elsewhere

). It supports autoreload for every weapon that can be used mid-reload (including the sticky launcher!), non-autoreload for every other weapon (incl. no lockup bugs for the minugun etc.), weapon switching with 1,2,3, lastinv (q by default) and mousewheel.
http://pastebin.com/f695af7e2
It only has a 3 minor issues:
1. As Scout, Pyro, Heavy or Engineer ONLY: When you die while holding your non-primary weapon, weapon cycle will be a bit messed up. Random weapon switching after spawning fixes that.
2. As Engineer, you cant switch to you build panel or destroy panel with the mousewheel. Instead, you have to use the buttons 4 and 5.
3. Fan will autoreload after each shot. "Fixed" by the binds "sca" and "fan" (press bind fan when u use the fan, press the bind sca when u use the scattergun).
I only use autoreload for soldier and demoman nowadays though

The issues with my script aren't that noticable for me

I don't change my loadout for scout, barely notice the stickylauncher bugging anymore, never stand still and I use the scroll to jump xD Just added a list of known issues so that noone went all crazy when the reload got messed up when they changed weapons with the scroll

And since I never do that I never bothered to add a fix for it

Also the issues sound more gamebreaking on paper then they are ingame.
That script you use is very wellmade, but I like keeping my cfgs as clean as possible, and I had a similar script before but had a bad experience with it, so I made my own
