Portal2 SDK Logic multi-button map-example renaFUSED
Quote from FusedCore on June 11, 2011, 5:26 pmI made this to show how to use a multi-buttons to preform more then one task and a final task with the use of logic_branch and logic_branch_listener.
P.S. This map also contains animated panels, indicator lights, and auto cube spawners all in action, Oh and it comes with the vmf file so you can see how it was all done.
Enjoy -FusedCore
Video: http://www.youtube.com/watch?v=S49MO1cyr78
File Name: Portal2_multbutton_mapexample_renaFUSED.rar
File Size: 104.35 KiB
Portal2 Logic multi-button map-example renaFUSED
I made this to show how to use a multi-buttons to preform more then one task and a final task with the use of logic_branch and logic_branch_listener.
P.S. This map also contains animated panels, indicator lights, and auto cube spawners all in action, Oh and it comes with the vmf file so you can see how it was all done.
Enjoy -FusedCore
Video: http://www.youtube.com/watch?v=S49MO1cyr78
File Name: Portal2_multbutton_mapexample_renaFUSED.rar
File Size: 104.35 KiB
Portal2 Logic multi-button map-example renaFUSED
Quote from flare03 on June 11, 2011, 5:43 pmThats quite nice ( I have not played it yet, but I saw your video.)
so its basically using a hard light bridge and a panel to bypass a fizzler and get a cube.
nice.
Thats quite nice ( I have not played it yet, but I saw your video.)
so its basically using a hard light bridge and a panel to bypass a fizzler and get a cube.
nice.
Quote from FusedCore on June 11, 2011, 6:46 pmflare03 wrote:Thats quite nice ( I have not played it yet, but I saw your video.)
so its basically using a hard light bridge and a panel to bypass a fizzler and get a cube.
nice.yep that's right
so its basically using a hard light bridge and a panel to bypass a fizzler and get a cube.
nice.
yep that's right
Quote from Marise on June 22, 2011, 6:14 pmThanks, FusedCore. I tried to emulate what you did but mine still isn't working. The only difference is my logic_branch is directly commanding the panels to animate.
I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Thanks, FusedCore. I tried to emulate what you did but mine still isn't working. The only difference is my logic_branch is directly commanding the panels to animate.
I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Marlovious on June 22, 2011, 6:26 pmMarise wrote:Thanks, FusedCore. I tried to emulate what you did but mine still isn't working. The only difference is my logic_branch is directly commanding the panels to animate.I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Logic_branches should really only be used to set true/false on logic_branch_listeners, and the listeners should fire the output.
I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Logic_branches should really only be used to set true/false on logic_branch_listeners, and the listeners should fire the output.
Quote from FusedCore on June 22, 2011, 11:34 pmMarlovious wrote:Marise wrote:Thanks, FusedCore. I tried to emulate what you did but mine still isn't working. The only difference is my logic_branch is directly commanding the panels to animate.I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Logic_branches should really only be used to set true/false on logic_branch_listeners, and the listeners should fire the output.
Logic_branches are in coding basically an IF statement and a listener is just a function that calls the if statement to return true or false
I'm not clear on why panel animations need to be run through relays. I have at other times directly commanded panel animations through a laser catcher (in the same map, actually).
Could that be my problem? Otherwise I'm at a loss.
Logic_branches should really only be used to set true/false on logic_branch_listeners, and the listeners should fire the output.
Logic_branches are in coding basically an IF statement and a listener is just a function that calls the if statement to return true or false
Quote from ChickenMobile on July 1, 2011, 9:28 pmFusedCore wrote:bumped to help others.Why? If someone asks about this again, link them to your example.
Why? If someone asks about this again, link them to your example.