Logic gates and one way invisible-wall
So how do you make simple gates surch as AND OR and XOR (I see how to build the XOR with one logic branch but there got to be an easier solution...)
I successfully built an AND gate with one logic compare but when one input got a falling edge the "close" animation of the door would play. Obviously I want it to play the animation only if it was open, as you would expect...
Then I would like an invisible wall (player_clip) toggle-able and one direction. When not activated the player can go both ways in the door. And when activated the player can go one way (if he is on the right side when the wall is activated) but can not come back.
I know it sounds weird but this is to prevent cheating with bunny hop.
Thank you 
The wiki does cover logic gates. You must have missed it.
https://developer.valvesoftware.com/wiki/Logic_gate
Also preventing cheating solutions, fine. However stopping bhoppers: this is a little outrageous. 99% of all people that will play your map cannot bhop and therefore is a lot of extra work for a small audience.
If this is purely a timing issues which can be beaten, then move the corridor etc futher away.
AND-Gate is OnAlltrue
XOR-Gate is OnMixed
OR-Gate is when you perform the same actions with the OnMixed and the OnAllTrue Output (Probably you want to trigger the same logic_relay which has then several OnTrigger Outputs.)
For your invisible wall: You may tie a playerclip brush into a func_brush, which you then can enable/disable. But that's not exactly what you want. You could try a strong trigger_push which is enabled/disabled. The player will notice though, when he is speeded up while passing in the allowed direction.
As for the logic gate, it works fine except for the closing door part, the door closes when it's already closed.
OnAllTrue | ExitDoor | SetAnimation | open
OnMixed | ExitDoor | SetAnimation | close
The problem is, if all the inputs are low and one goes high it triggers the OnMixed output... How am I supposed to fix that ?
Make your different test elements add 1 to the counter when they're activated and subtract 1 when they're deactivated. If you have 5 test elements that need to be activated at once for the door, set the maximum value of the math_counter to 5. Give it an output to open the door "OnHitMax" and to close the door "OnChangedFromMax".
By the way, why when I place a prop_static with this world model : models/props/portal_door_bits_left.mdl it doesn't show in portal ?
solix wrote:
By the way, why when I place a prop_static with this world model : models/props/portal_door_bits_left.mdl it doesn't show in portal ?
In case you didn't figured it out myself: use prop_dynamic for this model (check the info tab in model browser for available prop types)
My gap is 184 long, is quite simple to bunny hop ?
The gap needs to only be further than the length of a single jump to prevent people jumping it. That means that any gap of one wall or floor panel length is sufficient to prevent jumping it. I believe that distance is 128 units.
Logic gates are actually really simple when done in the PeTI. AND gates merely require two or more inputs tied to a single output.
protoborg wrote:
I think the OP does not understand what bunny hopping is. Bunny hopping is a technique where the player uses a series of rapid short jumps. These jumps mimic the hopping of a rabbit, hence the name. The technique is usually used to move through the test chamber faster. However, bunny hopping has just the opposite effect. It tends to slow you down as each hop drains momentum from your forward movement speed. This is why the technique is not employed by most players. It is also NOT a highly skilled technique. ANYONE can bunny hop successfully.The gap needs to only be further than the length of a single jump to prevent people jumping it. That means that any gap of one wall or floor panel length is sufficient to prevent jumping it. I believe that distance is 128 units.
Logic gates are actually really simple when done in the PeTI. AND gates merely require two or more inputs tied to a single output.
No. Not even close. Bunnyhopping is simply strafing while jumping as soon as you hit the ground. This is a tutorial on how it is done and works.