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A door, button 1 OR button 2

I've tried using the logic tutorial on the wiki but that didn't work.

I was hoping I could get a better explaination in the forums about how to open a door if button1 or button2 are pressed in. (Cube-buttons)

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.

Just use a couple of logic_branches

Or math_counter

Currently working on Darksiders 3.

I tried using logic_branches.

I'm asking for an explaination of how to make such a door.
I don't hope you need an explaination of what an explaination is.

I know that it's possible with math_counter and logic_branches, but I dunno how.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.

You need to setup your buttons to fire an Input to the logic_branch, and have your logic_branch (or math_counter) set to open the door whenever it receives any input.

Or did you want step-by-step, hold-my-hand, spoon-fed instructions? :roll:

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Here's how I'd do it

Button (give both the same outputs)
OnDown:
toggle Branch
open Door

OnUp:
toggle Branch
test Branch

Branch
OnFalse
close Door

Usually, it's pretty simple to figure out how you need to arrange things. Just think to yourself "What do I want happen when the button is pressed, and under what circumstances?"

In this case you would say "When a button is pressed, I always want the door to open. When a button is let up, I only want the door to close if the other button isn't pressed"

I'm not bad in logic, I just didn't know how to use those entities.

ill try what ye posted.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.