Help: SetLocked not working on control points

Discussion in 'Mapping Questions & Discussion' started by Suyo, May 5, 2013.

  1. Suyo

    Suyo L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Hello, fine ladies and gentlemen, I require your assistance.

    Here's the situation: I have a map with 6 control points. Each team owns three of them at the start, and the two non-final ones are unlocked from the start. The final point unlocks when the two other ones are captured by the enemy team, and locks again when one of the center points is taken back. This part of the plan works fine.
    Now if one team happens to capture the two center points of the other team, I want to lock the other two center points, to move the game from the middle of the map to the defending team's half.

    In letters: If A and B are owned by RED, lock points C and D. If C and D are owned by BLU, lock points A and B. In reverse, unlock the locked points again if the owner changes back.

    I've set up two logic_compare entities to take care of this, and told them to send a SetLocked input to the points - but nothing happens, they stay unlocked. I confirmed that the logic entities work by replacing SetLocked with adding points to the team score, and that works great - it's just the points that refuse to be locked.

    Here's a shot of my logic outputs and the control point settings in case they help: http://i.imgur.com/ux2fjmC.png
    Is there something obvious I'm missing, or some other way to do what I want to?

    Thanks in Advance!
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,474
    Positive Ratings:
    1,365
    What happens if you disable the triggers instead of the points?
    There may be a chance that the points will sense that they can't be captured, and as such displays their lock symbols if you do it that way.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,527
    What Element said should work, the HUD/locking system is very much automated by "capturability" though it is only made to understand linear maps so it messed up with stuff like this.

    Alternatively, instead of disabling the triggers you can use SetTeamCanCap to lock by points by locking the triggers.
     
    • Thanks Thanks x 1
  4. Suyo

    Suyo L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Disabling the Cap Triggers did block the capture, but didn't display the lock symbol. SetTeamCanCap worked perfectly, though - thanks for the help!