Setup gates not working... I'm totally lost here

Ida

deer
aa
Jan 6, 2008
2,289
1,372
The problem: I have a three-stage map, and the setup gates (yellow gates where BLU is waiting) for stage 2 and 3 do not work at all. Neither the func_doors nor the prop_dynamics do anything when the setup time is over, yet the properties are identical to those of Dustbowl (except names and amounts of doors and outputs).

More details:
I have a team_round_timer that has the outputs: OnSetupFinished - Trigger, sent to all three logic_relays. The logic_relays for stage 2 and 3 start disabled, but after logic_relay 1 has sent the OnTrigger - Open outputs to all setup gates, it Disables itself and Enables logic_relay 2. logic_relay does the same thing to logic_relay 3. In short: the current logic_relay activates the next in line when it has done its job. That should work, right?

It doesn't, though. It seems like the logic_relays don't work, but still I managed to send an output from logic_relay 3 to a game_text_tf (oddly, it didn't work with logic_relay 2, but I don't know why), making the game display text. That means the logic_relays work in theory - but they still don't open gates for stage 2 and 3.

I apologise if this was a bit confusing, but I tried my best to give you as many details as possible. I could tell you more about other entities if you want, or I could even email you my vmf if you'd like to take a look (as long as I know I can trust you and you can resist nagging about my other amateur errors :p).

EDIT: I should also mention that this used to work until I added an output for my team_round_timer entity (OnFinished - RoundWin to a game_round_win, to be exact) - but this change has nothing to do with the setup gates or logic_relays at all. In other words, the system suddenly stopped working for reasons I can't figure out.
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Have you set a slight delay on the disabling of the logic relays? Might be disabling itself before activating the other. I'm not really sure what could cause this, I have no knowledge of multistage maps, so all I can say is look at dustbowl or goldrush and see what they did.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Remove what you have added since the last compile ;) (cordon tool?)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Have you set a slight delay on the disabling of the logic relays? Might be disabling itself before activating the other. I'm not really sure what could cause this, I have no knowledge of multistage maps, so all I can say is look at dustbowl or goldrush and see what they did.

There's a delay of 1 second. Like Dustbowl. Should be plenty, although when you mention it, I could try 10 seconds or something.

Remove what you have added since the last compile ;) (cordon tool?)

Well, that would be the one output I mentioned in the OP.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Give it a try (TF2 has some impossible bugs :/ )
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
don't use the dustbowl setup, take a look at the entities for bloodstained, much simpler...

if i can remember what i did correctly...i had two logic relays, one called gate_open, one called gate_close, then i had 2 logic relays for each round, one that contained all the open triggers and one that contained all the close triggers. Following that I added the 3 open relays to the gate_open and had it trigger them all on_setup_end (i think that the name).
This would basically open all the gates at the end of every setup. The flaw with things the way they are is that the gates now need to be sent a trigger at the end to close them. So follow the same method and have the gate_close trigger the gate closing on_round_end or some other command that works on a similar time frame.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
That sound a bit overcomplicated, Al, but I'll do it if it works. I'll give it a spin as soon as I can. ;)
Checking Bloodstained/other AD maps is a good idea as well, I'll do that first (Valve's entity setup is too messy anyway).

I could always try removing that output, although it's essential to the map working.