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.