A keycoded room
Quote from sbrown on March 11, 2009, 1:48 amThis is my third version of a keypad. I reduced the number of entities by about 25. It has a different function, but is better for people brute forcing it.
http://www.youtube.com/watch?v=8KpY2RWvpco&fmt=18
The code can be changed in about 20 seconds, with a quick edit in hammer. I am making a tutorial for the dev wiki.
This is my third version of a keypad. I reduced the number of entities by about 25. It has a different function, but is better for people brute forcing it.
http://www.youtube.com/watch?v=8KpY2RWvpco&fmt=18
The code can be changed in about 20 seconds, with a quick edit in hammer. I am making a tutorial for the dev wiki.
Quote from Ricotez on March 17, 2009, 3:33 pmHow convenient. It reminds me of a storyline quest in Fallout 3...
I won't spoiler, but anyone who played the game will know what I'm talking about.
But it looks and seems to work great. Must've been a lot of work too. Entity logics can be a real pain, but the results are often totally worth it.
How convenient. It reminds me of a storyline quest in Fallout 3...
I won't spoiler, but anyone who played the game will know what I'm talking about.
But it looks and seems to work great. Must've been a lot of work too. Entity logics can be a real pain, but the results are often totally worth it.
"Duct Tape is the answer."
Quote from HMW on March 17, 2009, 5:38 pmThat's a cool idea. I like the way the buttons really push down. Can you also set a code that uses the same digit more than once?
BTW I'm looking forward to that tutorial.
Ricotez wrote:[...]But it looks and seems to work great. Must've been a lot of work too. Entity logics can be a real pain, but the results are often totally worth it.Yeah, tell me about it...
That's a cool idea. I like the way the buttons really push down. Can you also set a code that uses the same digit more than once?
BTW I'm looking forward to that tutorial.
Yeah, tell me about it...
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from sbrown on March 17, 2009, 5:40 pmHMW wrote:That's a cool ideaCurrently, no you cant reuse the same button, it is possible i suppose.
http://www.youtube.com/watch?v=_awmz7xLLmo
It can be programmed in under 30 seconds
Ill put it on the dev wiki either tonight or tomorrow.
Currently, no you cant reuse the same button, it is possible i suppose.
http://www.youtube.com/watch?v=_awmz7xLLmo
It can be programmed in under 30 seconds
Ill put it on the dev wiki either tonight or tomorrow.
Quote from pestchamber on March 24, 2009, 12:30 pmI was going to post my idea of making one, that could use the same number more than one time, but i saw a bug in it so i didn't. Looks awesome. Keep up the good work :3
I was going to post my idea of making one, that could use the same number more than one time, but i saw a bug in it so i didn't. Looks awesome. Keep up the good work :3
Quote from HMW on March 24, 2009, 3:05 pmI've been thinking about something like this for a future BTS map (where you have to find the code to a control room or whatever) and making the keypad so that it can re-use ditgits is a lot more complicated than the simple and elegant solution used here. We're talking about a video game after all, not about Fort Knox.
@sbrown:
I've watched the video where you program the keypad. The template is surely user friendly. I assume that the pk1_button_a, pk1_button_b etc. are control entities that all have to be activated for the code to be valid, am i right? How then do you enforce the right order of the digits? (So that when the code is 4862 for example, entering 2684 doesn't work.)
I've been thinking about something like this for a future BTS map (where you have to find the code to a control room or whatever) and making the keypad so that it can re-use ditgits is a lot more complicated than the simple and elegant solution used here. We're talking about a video game after all, not about Fort Knox.
@sbrown:
I've watched the video where you program the keypad. The template is surely user friendly. I assume that the pk1_button_a, pk1_button_b etc. are control entities that all have to be activated for the code to be valid, am i right? How then do you enforce the right order of the digits? (So that when the code is 4862 for example, entering 2684 doesn't work.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from sbrown on March 25, 2009, 2:20 pmHMW wrote:@sbrown:The kp1_button_a buttons are middlemen of the sorts. They can be locked to prevent the keypad from being unlocked, but still allowing the buttons to function on the outside. I guess ill write up that tutorial tonight
The kp1_button_a buttons are middlemen of the sorts. They can be locked to prevent the keypad from being unlocked, but still allowing the buttons to function on the outside. I guess ill write up that tutorial tonight