Logic case: Difference between revisions
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Important:This entity stores values as strings, so if you specify one of the case as "1.50", then when you try to compare float it will not match, because the float will be "1.5", and not "1.50".
Tip:Use with logic_timer for extremely random events.
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== Outputs == | == Outputs == | ||
{{O|OnCase01|to=OnCase16|Fired when the input value equals the corresponding Case value.}} | {{O|OnCase01|to=OnCase16|activator = activator of the input causing this|Fired when the input value equals the corresponding Case value.}} | ||
{{O|OnDefault|Fired when the input value does not equal any of the Case values.}} | {{O|OnDefault|activator = activator of InValue input|Fired when the input value does not equal any of the Case values.}} | ||
{{O|OnUsed|Fired when an input value is received, regardless of whether it matches a case.|only={{mapbase}}}} | {{O|OnUsed|activator = activator of InValue input|Fired when an input value is received, regardless of whether it matches a case.|only={{mapbase}}}} | ||
== See Also == | == See Also == |
Revision as of 02:13, 22 April 2025
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CLogicCase |
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logic_case
is a point entity available in all Source games. It compares an input to up to 16 configured values, firing a corresponding output if there is a match (on
InValue
), or fires a random output (on PickRandom
). Use logic_random_outputs for a weighted random output.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Case 01 (Case01) to Case 16 (Case16) <string>
- The values to test against.
Inputs
- InValue <string >
- Compares the Input value to the case values, and fires the appropriate output, if any.
- PickRandom
- Fires a random OnCase output with at least one connection.
- PickRandomShuffle
- Fires a random OnCase output with at least one connection, with no repeats until all cases have been picked, at which point the shuffle starts over.
Outputs
- OnCase01 to OnCase16
- !activator = activator of the input causing this
!caller = this entity
Fired when the input value equals the corresponding Case value.
- OnDefault
- !activator = activator of InValue input
!caller = this entity
Fired when the input value does not equal any of the Case values.
- OnUsed (only in
)
- !activator = activator of InValue input
!caller = this entity
Fired when an input value is received, regardless of whether it matches a case.