Portal 2

Portal 2

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Energy pellet with manual activation
   
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4.314 MB
20 Aug, 2012 @ 5:55am
25 Aug, 2012 @ 6:36am
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Energy pellet with manual activation

In 1 collection by cyron43
Circuitry
27 items
Description
It already happened several times that I wished I could activate the energy ball dispenser manually.
There are certain problems coupled with that because the dispenser should be deactivated when the energy ball hits the recepticle.

Room 1: The most basic variation. Alas the energy pellet is pretty noizy.
The design is easy. Just connect the pedestal button to the angled panel and the pellet catcher to the pellet emitter.

Room 2: It consists of an old style NOT gate. The BEEmod logic gates are still not reliable.
However I found the pellet emitter behaves strangely as it emits with every second button poress only.
Thanks to N_Sunderland for the NOT gate suggestion. The first version of this map used an impulse emitter which had an angled plate additionally. So this update has a fewer entity count.
Connection list:
PE ~ PC
L ~ LC
PC -> La, OUT
PB, LC -> PE
11 Comments
cyron43  [author] 21 Aug, 2012 @ 3:53pm 
WTF has happened to the description? o_O
Ugh I'll care for that tomorrow. Nuff done with portal maps for today.
N-Sunderland 21 Aug, 2012 @ 6:56am 
Hmm... I don't see what could cause that glitch. It's probably caused by the pellet launcher. I'll mention it to Ben.
N-Sunderland 20 Aug, 2012 @ 1:51pm 
Wait, it glitches with a NOT gate? I'll have to check that out.
cyron43  [author] 20 Aug, 2012 @ 8:09am 
You are too fast with your comments, Nick. :-D
Meanwhile I got your point and updated the map.
Your idea is great because it prevents the pellet emitter from reenabling.
N-Sunderland 20 Aug, 2012 @ 8:05am 
*I meant to say that the pellet launcher will also turn off
N-Sunderland 20 Aug, 2012 @ 8:04am 
Let's look at it this way: the NOT gate is a laser pointing at a catcher, with the laser starting enabled. The pedestal button and the catcher are both connected to the launcher. When you press the button, the launcher activates, since the laser is starting enabled. When the pellet receiver is hit, the laser is turned off, meaning that the pellet launcher will also turn it off.
cyron43  [author] 20 Aug, 2012 @ 7:55am 
I admit I don't quite understand what you mean. Having the launcher connected to two items results in an AND gate and that won't work, would it? Hmm...
cyron43  [author] 20 Aug, 2012 @ 7:53am 
Whoops I used a different approach now and it still works. :-D
N-Sunderland 20 Aug, 2012 @ 7:32am 
No, the pellet catcher. The launcher is connected to the button and the NOT gate, so that it turns on when the button is pressed, and permanently deactivated when the pellet enters the catcher.
cyron43  [author] 20 Aug, 2012 @ 7:25am 
Which catcher, the laser catcher? I'm going to try that. I was about to do a slight change anyway so that the whole thing makes a bit more sense.