Count scripting problem

So I have written my point counter script. The way it works is my player hits objects that are tagged, and it shows the points. Here is the script:

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class POINTS : MonoBehaviour
{

    public Text countText;
    public Text winText;


    private Rigidbody rb;
    private int count;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        SetCountText();
        winText.text = "";
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Pickup"))
        {
            other.gameObject.SetActive(false);
            count = count + 100;
        }
            SetCountText();
            if (other.gameObject.CompareTag("TestSolid"))
            {
                other.gameObject.SetActive(false);
                count = count - 100;
                SetCountText();
            }
    }

    void SetCountText()
    {
        countText.text = "Score: " + count.ToString();
        if (count >= 1200)
        {
            winText.text = "Congrats! To play again press <";
        }
    }
}

But for some reason it counts only the Pick Up objects, not the TestSolid objects. How can I make this script work so it counts all the objects?

Do a

Debug.Log(other.gameObject.tag);

to make sure the tags are set right (in OnTriggerEnter.

BIG THANKS TO NoseKills, I put that into my code and it works! If you want to use this code, here it is:

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class POINTS : MonoBehaviour
{

    public Text countText;
    public Text winText;


    private Rigidbody rb;
    private int count;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        SetCountText();
        winText.text = "";
    }

void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Pickup"))
        {
            other.gameObject.SetActive(false);
            count = count + 100;
        }
            SetCountText();
            if (other.gameObject.CompareTag("TestSolid"))
            {
                other.gameObject.SetActive(false);
                count = count - 300;
                SetCountText();
            { Debug.Log(other.gameObject.tag);
            }
            }
    }

    void SetCountText()
    {
        countText.text = "Score: " + count.ToString();
        if (count >= 1200)
        {
            winText.text = "Congrats! To play again press <";
        }
    }
}