So here's the setup. I'm building a cp_ attack/defend map (that could be a push map if designed well, but I'm building it, so.... probably won't). It's a 3x3 grid of Points of Interest. What I want to do is have each row have one Point with the capture point, one empty but enterable, and one blocked off entirely.
Tada, logic_case.
I built a little test map, and could get it to only open two doors at a time. But when I reloaded to test randomness, inevitably, all three doors open. Clearly this is bad. So I'm curious about how people who've fiddled with logic_case randomness before did it, in as much detail as possible.
Here's my rig:
team_round_timer -> OnSetupStart fire logic_case's PickRandom.
OnCase01 -> open door1, open door2, close door3 (they default closed, but this was an insurance that didn't work.) Case 02 and 03 are similar with a different door closed.
team_round_timer -> OnFinished fire logic_case's User01, which Closes every door.
I'm guessing OnFinished isn't the right thing to use, but I'm also betting team_round_timer isn't the thing to work off in the first place. Any suggestions?
Tada, logic_case.
I built a little test map, and could get it to only open two doors at a time. But when I reloaded to test randomness, inevitably, all three doors open. Clearly this is bad. So I'm curious about how people who've fiddled with logic_case randomness before did it, in as much detail as possible.
Here's my rig:
team_round_timer -> OnSetupStart fire logic_case's PickRandom.
OnCase01 -> open door1, open door2, close door3 (they default closed, but this was an insurance that didn't work.) Case 02 and 03 are similar with a different door closed.
team_round_timer -> OnFinished fire logic_case's User01, which Closes every door.
I'm guessing OnFinished isn't the right thing to use, but I'm also betting team_round_timer isn't the thing to work off in the first place. Any suggestions?