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How do different buttons work?

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Kaleido wrote:
Ok, I got the lever switch working, but it only triggers once (rotates downward), and then never moves again even though I'm spamming the use button -_-"

All the outputs work, but only once.

Well, I'm glad that it at least works once!
I think the issue here (if your using the func_door_rotating idea) is that "UseOpens" obviously does exactly what it says... use opens.. ie use again doesn't close, it opens again... .... .. maybe have two identical func_door_rotating side by side, but mirrored. Have the outputs on both set to do their thing OnFullyOpen and also to close the other one. That way you should always have a "closed" door to open (onuse) .... erm .. now you'll also need to swap the Parent of the Model to the other/sister/mirror door as well... ..

Hell there must be an easier way then all that...
How about trying out this ...

Are you using a func_rot_button? That's the one you want for moving the lever, not func_door_rotating or func_rotating. (Sorry if you've already figured this out; I don't see func_rot_button mentioned anywhere in this thread.)

Make sure you parent the moving part of the switch to it, and set the "toggle" flag; that way the player can flip it on and off repeatedly. Use the OnIn and OnOut signals to change the funnel direction. I don't think you need any additional logic control entities, as the toggle function is already built into the button itself.

(The "X axis", "Y axis" and "Distance (deg)" work the same as for the func_door_rotating.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

I changed it to a func_rot_button but now it doesn't work at all...

This is what I have... ignore the random shit and crappy textures in that room, I deleted the puzzle elements in order to not spoil what my puzzle is :P

Someone either explain to me why this doesn't work, or re-upload a working version pleeeease...

i've tried a bunch of things, and none of them work... the one I posted is with the func_rot_button that... doesn't work either... T_T

Kaleido wrote:
This is what I have... ignore the random shit and crappy textures in that room, I deleted the puzzle elements in order to not spoil what my puzzle is :P

Someone either explain to me why this doesn't work, or re-upload a working version pleeeease...

i've tried a bunch of things, and none of them work... the one I posted is with the func_rot_button that... doesn't work either... T_T

I fixed a lot of things for you.

EDIT: EDITED THE FUNC_BUTTONS

Are you sure you uploaded the right file? I literally see no difference with my setup and it doesn't work still...

Kaleido wrote:
Someone either explain to me why this doesn't work, or re-upload a working version pleeeease...

You're almost there, actually. You just need to enable the "use activates" and "touch activates" flags. And you may want to make the button brush a bit larger so it's easier to hit.

Here's a modified version with those changes implemented:

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Oh... "Use activates" ... T_T

That makes me feel so stupid. Note to future self: check flags before asking dumb questions

Thank you soooo much!!!

:D :D :D

Don't feel stupid! I don't believe that there is a more cryptic way to describe what that flag does than "Use activates". (I had to look it up on the VDC again while looking at your file.)

Also minor correction: I wrote "touch activates" above where I meant "toggle" :oops:
But I assume that you figured that one out already :)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
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