2 Quick map questions for a dynamic koth

Zaenoch

L1: Registered
Jan 7, 2016
48
4
1: How could one make a event happen on capture, that is 30 seconds long (mainly i'm only asking how to attach an output when any team captures the point to trigger a water brush door

2: I require assistance with randomiser logic (1 or 2, randomly decided upon start of the map) And 1 of 16 on a timer
 

henke37

aa
Sep 23, 2011
2,075
515
"Event" is too vague to be useful. Give more details

And "require assistance" isn't actionable. Ask an actual question.
 

Zaenoch

L1: Registered
Jan 7, 2016
48
4
ok so a Triggered event that happens when the control point is captured by either team in koth
 

Zaenoch

L1: Registered
Jan 7, 2016
48
4
And i would like some examples of randomisers to learn how to make them in hammer
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
tbh you barely said anything new, but random stuff is done with logic_case, and "events" are literally the point of the input/output system. Either can be found on Valve Developer Community, sorry for not including the links, it's tedious on mobile.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
1: OnCapTeam1/2 (1=BLU, 2=RED)->send output to the desired entity.

2 I can't answer.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
1. Use a pair of outputs from the trigger_capture_area, like this:
OnEndCap | door | Open | 0.00
OnEndCap | door | Close | 30.00
OnEndCap works just like OnCapTeam1 and OnCapTeam2 together, so you can roll them into the same output. If you're trying to use moving water, make sure it's a func_water_analog since regular water doesn't work when tied to an entity.

2. Create a logic_case, skip the keyvalues and go straight to the outputs tab. Fill in every possible case you want to happen with OnCase01 to OnCase16. Then send PickRandom (repeats allowed) or PickRandomShuffle (no repeats) to the logic_case whenever you want the random event to be chosen. The events chosen at the start of the map and the ones tied to the timer should be in separate logic_cases; for the first one, you can send OnMultiNewRound or OnMapSpawn from a logic_auto, and for the second, set up a logic_timer.