Setup gates not resetting

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
have a bit of a problem with my setup gates for blue

Its a single stage cp map, which blue trying to capture all the points. at their spawn are the usual gates they open after the setup times ends and move fine

however, once the round is won or lost, and the teams switch, the setup gates are remain open (don't reset), allowing blue to escape before setup is finished.

i followed valves tutorial btw, so its exactly the same as that.

anyhelp, is the tut missing an input or someting?

thanks for any help..
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
There are a few possibilities here. When the gates are triggered, do you have the 'fire once' option selected? Did you set the ending round conditions for both teams? Post your I/O setup, otherwise we're just shooting in the dark.
 

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
huh, thought this was dead, but i still don't have an awnser

the setup is an amalgamation of the ABS gametype library and valve tutorial
whats the best way to show you the full setup? i doubt the whole .vmf would be cumbersome, an maybe risky(as if they want to copy me:p)

everything else in the map resets when you switch teams, after all the caps have been capped, i.e the cpas themeselves, time and setup time, just the setup gates remain open from the last round

the map has not been played yet except from me, no 2 people have been on at the same time to check this
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Don't freak out if you get no responses right away ;) If nobody has an idea after a couple days, it's ok to bump your own post. Anyways, back to the matter at hand. If everything else is working, then the culprit is most likely a specific I/O line on the door itself. Just type out the values; "OnSetupTimeEnd, door_spawn, close" and so forth.
 

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
emm after a bit of fiddling, i think i fixed it.

either was some defunt output in my timer, relating to an object which did not exist, or that i put the time to rest after each round, which is now ticked to no. donno if that was the problem but it seems to have worked.

need to try it on gameday next week (woop) thanks for the replies though