Logic case

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Revision as of 06:49, 17 November 2022 by Shadowysn (talk | contribs) (Transferred infotable from logic_auto)
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logic_case
Logic case.png
TypePoint entity
EngineSource Source
AvailabilityIn all games
 

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.

C++ Class hierarchy
CLogicCase
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ logicentities.cpp
Icon-Bug.pngBug:This entity will not recognize floats with trailing zeroes (like 0.50 or 1.00). Always remove any.  [todo tested in ?]
Tip.pngTip:Use with logic_timer for extremely random events.

Keyvalues

Case 01 (Case01) to Case 16 (Case16) <string>
The values to test against.
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

InValue <stringRedirectInput/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
Fired when the input value equals the corresponding Case value.
OnDefault
Fired when the input value does not equal any of the Case values.
OnUsed  (only in Mapbase)
Fired when an input value is received, regardless of whether it matches a case.