Control points won't unlock

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I'm trying to make a 3cp sequential Standin prefab, but the first control point won't unlock the other. SetLocked and SetTeamCanCap both don't work, and "Preceding Point Required" can't work because both teams need to be able to cap the second point regardless of whether or not they capped first. Prefab attached.
e: It also appears that the points can be recaptured, rather than locking on cap. I assume that'll be the same fix as for unlocking, but I have no clue how :p
 

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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I havent opened the vmf, but i remember this as solution:
Set 'Preceding Point Required' to require itself. This should be the way that overrules the default setting.
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Pointing to itself means no previous point required.
I only want the point to unlock when someone caps the previous one.

Update: Even more weirdly, "SetLocked 1" allows me to lock the previous point but not to unlock the next one...
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
the question you should be asking: "If my first point wont unlock, how can I fix this." Because Alias has answered the question. Though, it could just be an output isn't being located properly. If that is the case, try renaming around it and changing point orientation in HUD
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
the question you should be asking: "If my first point wont unlock, how can I fix this." Because Alias has answered the question. Though, it could just be an output isn't being located properly. If that is the case, try renaming around it and changing point orientation in HUD
But that isn't at all what he is asking. The way the game mode goes is that A is open from the beginning and once A is capped, both teams can cap B. This doesn't work with the preceding point required because that only means the team that has capped A is able to cap B.
SetLocked and SetTeamCanCap both don't work, and "Preceding Point Required" can't work because both teams need to be able to cap the second point regardless of whether or not they capped first.

Anyways, the way I see it, you may have to just disable/enable the capture zone area. The point will show up as unlocked on the hud, but I currently do not know of a way around this.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
my bad
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
You could make two invisible control points, with the A control points sending an output for them to be captured. You can set the control points so that they don't display on the HUD and are invisible. Then just have these control points as the required points for point B.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
SetLocked 1 locks points and SetLocked 0 unlocks them. That is what I used to make 2 points switch between being cappable.
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
SetLocked 1 locks points and SetLocked 0 unlocks them. That is what I used to make 2 points switch between being cappable.
That's the first thing I tried. SetLocked 1 works to lock A, but SetLocked 0 won't unlock B
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
If you set both to be open from the start and cappable by both (by pointing to itself) and at round start you do setlocked 1 on B. Does that work?
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Ok, I've tried locking/unlocking and disabling/enabling the point and trigger, but that doesn;t work. New vmf here, any thoughts?
 

Egan

aa
Feb 14, 2010
1,375
1,721
I solved your problem. The SetTeamCanCap inputs do work but they need to be in combination with the Red/BluePreviousRequiredPoint1 keyvalues. You were right the SetLocked inputs don't seem to work, my guess is they were only programmed to function in an attack/defense setting and not for neutral points.

Also I wasn't sure how complex your gamemode was supposed to be: if C was supposed to be the final point every round, or if one team captured A & B would the round end on the spot? Anyway instead of the logic_compare I used two math_counters with MaxValue set to 2 so if any team captured two points they'd win instantly.

Here's a video:
https://youtu .be/FEDYh9cGdrE

Here's a download:
https://www.dropbox.com/s/abzcrav9biw87eh/cp_ad_prefab_egan.zip?dl=0
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I solved your problem.
I think I had best of 3, but if one team capped 2 points it kept going so C got played. Thanks a lot for fixing it! (SetLocked works when A is capped, so maybe it only breaks if the point isn't owned?)