toxic slime not rendering properly?
Quote from ezio160324 on November 23, 2013, 12:31 amThanks. I just added more to that map (a moving panel leading to a troll
). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
Thanks. I just added more to that map (a moving panel leading to a troll ). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
Quote from Dafflewoctor on November 23, 2013, 12:48 amezio160324 wrote:Thanks. I just added more to that map (a moving panel leading to a troll). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
EnableOnChangeToAnyFalse
[light bridge]
DisableAnd for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrueOnUnpressed
[coop manager]
SetStateAFalseFor button 2, the same outputs except use state b.


I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
Enable
OnChangeToAnyFalse
[light bridge]
Disable
And for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrue
OnUnpressed
[coop manager]
SetStateAFalse
For button 2, the same outputs except use state b.
Quote from ezio160324 on November 23, 2013, 12:54 amDr.Toaster Waffles wrote:ezio160324 wrote:Thanks. I just added more to that map (a moving panel leading to a troll). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
EnableOnChangeToAnyFalse
[light bridge]
DisableAnd for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrueOnUnpressed
[coop manager]
SetStateAFalseFor button 2, the same outputs except use state b.
Yes!! What I was looking for!!


I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
Enable
OnChangeToAnyFalse
[light bridge]
Disable
And for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrue
OnUnpressed
[coop manager]
SetStateAFalse
For button 2, the same outputs except use state b.
Yes!! What I was looking for!!