multiple triggers
Posted May 12, 2011
Hey!
quite simple question: How can I make two different buttons triggering ONE event? I had the idea of the two buttons activating each other and enabling further output firing... But really dunno how to do that! I want that for my coop map im working on.
thanks a lot
quite simple question: How can I make two different buttons triggering ONE event? I had the idea of the two buttons activating each other and enabling further output firing... But really dunno how to do that! I want that for my coop map im working on.
thanks a lot
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Posted May 12, 2011
Replied
6 minutes
later
Do you want 2 buttons that need to be pressed simultaneously, or two buttons that each perform the same action (drop a cube, open a door, etc.)?
Posted May 12, 2011
Replied
18 minutes
later
simultaneously, right.
Posted May 12, 2011
Replied
7 minutes
later
Read up on logic gates, specifically in this case an AND gate.
Posted May 12, 2011
Replied
2 minutes
later
wow cool thank you 
btw, if you played my map, everything shown correctly, I mean especially glass, reflections and so on?

btw, if you played my map, everything shown correctly, I mean especially glass, reflections and so on?
Posted May 12, 2011
Replied
4 minutes
later
mcdaniels wrote:
btw, if you played my map, everything shown correctly, I mean especially glass, reflections and so on?
Uh, what? Why don't you spend 30 more seconds and make your sentence more clear.
Posted May 12, 2011
Replied
6 minutes
later
I uploaded a map recently. It?s called "futurekillsreality". I had problems with env_cubemaps. Wanted to know, if for someone who downloaded and started it, everything is shown correctly, especially reflections. I experienced wrongly shown reflections on both faith plates I used in the map. Some orange grand canyon reflection that seem to be the standard reflections if you didnt execute the "buildcubemaps". Want to know, if, without typing that in, for someone who downloaded it, everything is shown correctly.
Posted May 12, 2011
Replied
6 minutes
later
You should probably post that in your map's release thread, then.
Posted May 12, 2011
Replied
11 minutes
later
I even did in my map description...
anyway, thanks
anyway, thanks
Posted May 13, 2011
Replied
2 hours
later
Whoa when did Valve introduce logic_gate, I am totally late to that one.
Posted May 13, 2011
Replied
1 hour
later
That's been around since atlease Portal 1. That article was originally written for the TWP wiki many years ago, in fact.
Posted May 13, 2011
Replied
8 hours
later
An other way to make multiple buttons trigger one event is to use math_counter. Set the initial value to 0, maximum value to the number of buttons. Then trigger your event on the counters OnHitMax. The buttons obviously have to add 1 to the counter OnPressed and subtract 1 OnUnpressed. It's a bit more complicated but you can easily add a third button or other requirements.
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Posted May 13, 2011
Replied
5 hours
later
I wouldn't say using a counter is more complicated, but personally I find it less intuitive. But of course, whatever works best for you is fine. There's no "right" way of doing it.