Logic versus random: Difference between revisions

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{{CD|CVersusRandom}}
{{CD|CVersusRandom}}
{{this is a|name=logic_versus_random|series=Left 4 Dead|e0}} It fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. In other words, this entity will pick a random number or a series of random numbers in the first round of a versus game, and then repeat those numbers in the second round. This allows designers to add "random" changes to a map (like prop_fuel_barrel placement) and repeat those for the second round.
{{this is a|point entity|name=logic_versus_random|series=Left 4 Dead}} It fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. In other words, this entity will pick a random number or a series of random numbers in the first round of a versus game, and then repeat those numbers in the second round. This allows designers to add "random" changes to a map (like prop_fuel_barrel placement) and repeat those for the second round.
{{PreservedEnt|logic_versus_random}}
{{PreservedEnt|logic_versus_random}}



Revision as of 18:01, 17 May 2024

C++ Class hierarchy
CVersusRandom
CLogicalEntity
CServerOnlyEntity
CBaseEntity

logic_versus_random is a point entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. In other words, this entity will pick a random number or a series of random numbers in the first round of a versus game, and then repeat those numbers in the second round. This allows designers to add "random" changes to a map (like prop_fuel_barrel placement) and repeat those for the second round.

Icon-Important.pngImportant:This is a preserved entity in Left 4 DeadLeft 4 Dead 2.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

PickRandom
Fires a random output with at least one connection.

Outputs

OnRandom01 to OnRandom16
Fired when the input value equals the Random01 value.