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I/O problem- why won't this work for me?

here's my setup:

there are 2 floor buttons, but one of them is on a wall. the one on the wall needs to stay activated for 20 sec, then disable. the one on the floor, however, works exactly like you'd expect it to. i need a door to open whenever both buttons are activated, then close when only one or neither are activated.

my problem is that the indicator lights and the door's open/closed state seem to have a random outcome whenever the button on the wall is pressed a second time.

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Im blue, a Clean Christian Furry with Autism.

What logic entities are you using? I'd use a logic-relay for the timer. The wall button would OnPressed open the door, then OnUnPressed trigger the relay, which would close the door after a 20sec delay. The wall button also needs to CancelPending the relay when pressed to stop the outputs.

I'd use a logic_coop_manager to combine the buttons together properly.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
What logic entities are you using? I'd use a logic-relay for the timer. The wall button would OnPressed open the door, then OnUnPressed trigger the relay, which would close the door after a 20sec delay. The wall button also needs to CancelPending the relay when pressed to stop the outputs.

I'd use a logic_coop_manager to combine the buttons together properly.

specifics on how to use the coop manager please?

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Im blue, a Clean Christian Furry with Autism.

For timed floor button check my post in this thread. Then I would use a math_counter with initial value 0 and max value 2 and have outputs from buttons add 1 on activated and substruct 1 on deactivated. And from math_counter to door on hit max >> open, on change from max >> close.

God bless the quick save's inventor...(Portal: Prelude)

Logic_coop-managers have the 4 inputs setStateATrue, setStateBTrue, setStateAFalse,SetStateBFalse. Make one button set stateA true/false when pressed/unpressed, and the same for the other button and StateB. Use the outputs OnChangedToAllTrue (open) and OnChangedToAnyFalse (close).

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 wrote:
Logic_coop-managers have the 4 inputs setStateATrue, setStateBTrue, setStateAFalse,SetStateBFalse. Make one button set stateA true/false when pressed/unpressed, and the same for the other button and StateB. Use the outputs OnChangedToAllTrue (open) and OnChangedToAnyFalse (close).

This is the most efficient way to do AND-gates. With regards to timed buttons, from what I can tell you want the button, as soon as it is pressed in, to start counting down 20 seconds of activation. After that 20 seconds, it's deactivated. In which case, I would use OnPressed > logic_timer > Enable and OnPressed > desired output > enable

Make the logic timer last for 20 seconds in it's settings, then give it the output: OnTimer > desired output > disable.

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