The PD logic entity comes built in with a timer function (was used for the UFO arrival / departure timer) with HUD support - if you want to use that.
tf_logic_player_destruction:
Inputs:
SetCountdownTimer <integer> Set the countdown time and start the timer.
SetCountdownImage <string> Set the countdown image.
Outputs:
OnCountdownTimerExpired Sent when the countdown timer expires.
I would start with two
logic_relay, one that starts enabled (relay_A), and one that starts disabled (relay_B).
The one to start Enabled (relay A) will be the first controlpoint configuration change - for example to 'disable point A' and 'enable point B'.
The relay to start Disabled (relay B) would be the second configuration - to revert back to the original (if you are just having two configurations).
Somewhere make a
logic_auto entity, and give it this putput:
OnMultiNewRound > pd_logic > SetCountdownTimer > 60
and then from the
pd_logic:
OnCountdownTimerExpired > !self > SetCountdownTimer > 60
OnCountdownTimerExpired > relay* > Trigger
OnCountdownTimerExpired > relay* > Toggle > (after a delay of) 0.05
So you can see these outputs will trigger both relays when the countdown ends (by using the asterisk as a
wildcard), but only one of the relays will ever be enabled at a time. Which relay is enabled at a time is toggled 0.05 seconds after the trigger.
Alternatively, you can just use a
logic_timer to keep track of time and OnTimer outputs (based on refire time keyvalue), instead of the built-in timer. And if you want more than just two relays you might need to set up a
logic_case to handle the specific cases.