I have a chain of entities that fire off every second.
One part of the chain is a target_relay that splits the event chain into 3 paths.
Obviously normally all 3 paths would get processed each second, but I want to change this functionality, so that 1 path always work, and the other 2 are conditional.
I can’t alertentity them (obviously this won’t toggle, merely get them to process their entites again), and setstate on target_relays doesn’t seem to stop the chain at that node (which I was kinda hoping it would
).
So erm, anyone got any other ideas, other than having the 3 paths completely seperate and toggling the timer for each as required?
Reason being I want to keep the entity set up in the .MAP as simple as possible and do the required changes via scripting.
The ultimate result I’m after is having a target_print be in an active entity chain, but not actually get processed.
As an aside the big problem with target_prints using activator is obviously they must initiate from the original entity chain otherwise they lose the ‘activator’ reference and cause a crash (if they are set to a team they can just be alone and alertentity them, same if global). So the entity MUST be part of the chain, but I want the actual print to be controlled by me.

