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Prop_portal + button issue [POSSIBLY solved]

Hi, I'm having an issue and I'm hoping to get it resolved. I'm sure I've overlooked something important, but I'll never know if don't ask. I recently changed this small puzzle to include two Portals instead of one, both activated and deactivated by the button in the center.

So, as the video shows, I have these two Portal placements which are swapped between by standing/placing a cube on a button. They work fine as long as I have my Orange Portal fired, however if I don't one of them will turn Orange. They still function in the same way, of course, but it's a rather annoying thing to run into.

https://www.youtube.com/watch?v=IN1dSWeF1SY

Usually firing another Portal will correct it, however sometimes it'll make the Portals I shoot blue despite right clicking instead of left.

Any help would be appreciated. It'd be a shame if I couldn't fix this, I already had a few more difficult chambers drawn out doing the same thing.

Also, please ignore the piss poor lighting in this room, I haven't touched it up just yet.

EDIT:

Seems I may have been a bit hasty asking here. I managed to find a "fix" for it, but I'm not entirely sure if this one won't cause problems.

So, what I had before in Outputs was:
OnPressed | bpp1 | SetActivatedState | 1 | 0.00
OnPressed | bpp2 | SetActivatedState | 0 | 0.00
OnUnPressed | bpp1 | SetActivatedState | 0 | 0.00
OnUnPressed | bpp2 | SetActivatedState | 1 | 0.00

I changed the outputs to this and it seems to be functioning properly:
OnPressed | bpp1 | SetActivatedState | 1 | 0.01
OnPressed | bpp2 | SetActivatedState | 0 | 0.00
OnUnPressed | bpp1 | SetActivatedState | 0 | 0.00
OnUnPressed | bpp2 | SetActivatedState | 1 | 0.01

If there is a better way, let me know, as it is this seems like there could be room for error. If not, sorry for wasting your time.

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In my experience, you do need to add a slight delay between closing and opening these static portals. 0.01 should be OK; the point is to guarantee that these outputs are triggered in the proper order. (Clsoe first, then open.)

If multiple events have the same delay, they may fire in any order, regardless of how they are displayed in the output list.

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