How can i create something that needs multiple triggers?

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screedle
39 Posts
Posted Jun 01, 2011

My situation is this: two lasers are crossing each other in an X shape, each going into a different catcher. I need the player to place a redirection cube at the centre of the X to UNpowered both of the laser catchers. The result of this is a panel retracting to reveal a new hallway. How can I make this happen?
In a related matter, how can I make it so that when either one or both of the catchers are powered, it goes back to its original position?

  • Both unpowered = Panel down- One powered = Panel up- Both powered = Panel up- How can this be made to happen?
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RageCompeX
65 Posts
Posted Jun 01, 2011
Replied 28 minutes later
if I understand well, you want to open a door when both are unpowered, thats easy, create 2 branches, and a branch listener, the laser catchers need to trigger the branches, so OnUnpowered, Set branch to True. and OnPowered set branch to False, now in the branch Listener you say, on all true, open panels. If you want that the door closes again after one of the catchers Power again, then you also have to add, On Mixed, close panel or, and on all false, close panel.
I suppose you know how to use the panels so I don't have to tell you how to open and close them, and they are also on the developers wiki I geuss
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l1zardr0ckets
58 Posts
Posted Oct 15, 2014
Replied 3 years later
You could also create a "math_counter", and set the max amount to "2" and min to "0". Then on the output have it so "on change from min", it activates the panels and "on hit min", disable the panels. Then have the catchers just add/subtract when powered/unpowered to the math counter.
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DaMaGepy
361 Posts
Posted Oct 15, 2014
Replied 46 minutes later
I always use math_counter, so much easier
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josepezdj
2,386 Posts
Posted Oct 15, 2014
Replied 2 hours later
Why posting in a 3 years old thread? >.<
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srs bsnss
552 Posts
Posted Oct 16, 2014
Replied 15 hours later
Necro, but my 2 cents is: If it's a two-piece gate, use a logic_coop_manager. Catcher A would control State A True/False and Catcher B would control State B True/False. OnAllFalse > Panel down.
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josepezdj
2,386 Posts
Posted Oct 16, 2014
Replied 2 hours later
Hahaha... ok, let's join to the party!

For a single player map, I wouldn't use a coop_manager Steve :p. I would use exactly the same setup as RageCompeX, logic_braches with a logic_branch_listener, it's really clean and works perrect... I've been always using that way for similar I/O cases. The setup with the math_counter should work though as well.