Last Control Point Not Unlocking

Fl4r3X1

L1: Registered
Jul 31, 2010
5
0
This is my first post here so I hope I'm posting this in the right place.

So, I'm having a problem with my last control points not unlocking when they should unlock. I have five control points in my map, three of them are neutral and the other last are owned by the Red and Blu team. What I'm trying to do in my map is have it so the last control point on either the Red or Blu teams point become unlocked once two of the neutral points have been captured, but when I tested it in game the last control point wouldn't unlock until all three of the neutral points had been captured. Everything I tried didn't seem to work so I was hoping that someone here would help me solve this problem I have.

I have two Math_counters, 6 Logic_relays, two logic_cases, and three neutral points.

Here is a list of the outputs for each entity.

Math_Counter, Blu Team
Both my Red and Blu math_counters are the same the only difference is the names.
blumathcounter.jpg

blumathcounteroutputs.jpg




Logic_Relay
logiccase1.jpg

logiccase2.jpg

logiccase3.jpg

logiccase4.jpg

logiccase5.jpg

logiccase6.jpg




Logic_Case
logiccaseblu.jpg

logiccaseblupropertes.jpg


logiccasered.jpg

logiccaseredpropertes.jpg






Neutral Control Points
n1cp.jpg

n2cp.jpg

mcp.jpg









I appreciate the help in advance everyone. :)
 

edward0810

L1: Registered
Jul 26, 2010
22
2
i think you can make 3 invisible points A,B,C
i name your 3 neutral points X,Y,Z
A's previous point: XY
B's previous point: XZ
C's previous point: YZ
then change the owner of ABC if 2 of them are capped.
then unlock if one among ABC is owned by one team
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Your logic looks sound, though needlessly complicated. The problem is the normal point ownership stuff is still in place. Set the previous required point on the base CP to itself, this tells the game logic that it has no requirement and should always be available - allowing your custom logic to take over.

To simplify your logic, you only need outputs for 1 and 2 points owned, because going from 2 to 3 or from 1 to 0 has no effect on the locked state. (and personally I'd just put the outputs right in the case instead of using a relay, since it will only be triggered from one place)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
To simplify your logic, you only need outputs for 1 and 2 points owned, because going from 2 to 3 or from 1 to 0 has no effect on the locked state. (and personally I'd just put the outputs right in the case instead of using a relay, since it will only be triggered from one place)

I believe he was using 2 to 3 because he has a forward spawn that unlocks when all three are captured.
 

Fl4r3X1

L1: Registered
Jul 31, 2010
5
0
Your logic looks sound, though needlessly complicated. The problem is the normal point ownership stuff is still in place. Set the previous required point on the base CP to itself, this tells the game logic that it has no requirement and should always be available - allowing your custom logic to take over.

I already tried that and all it did was it had the last control point unlocked from the start.
 

Fl4r3X1

L1: Registered
Jul 31, 2010
5
0
What entity do I need to send the SetLocked 1 to make last control point unlock? The control point itself?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
When you set the CP to require itself (no requirement), as you said then it is always unlocked. So you need to do SetLocked 1 at the beginning of the round (logic_auto) to lock it the same way you are using that input to lock it when a team drops below two center CPs owned.