Alright, lets i want to make a random lengthed Countdown timer by randomizing two switches. Here's how the trigger would look:
Conditions:
- Current player's custom score is at most 199
- "Haha you're gay Switch" is cleared.
Actions:
- Randomize Switch 1
- Randomize Switch 2
- Set "Haha you're gay Switch"
- Preserve Trigger
Alright, excuse my english, but i'm gonna try and see if i can explain this.
So here's how i would do the countdown (i'm gonna use binaries. 0 is cleared, 1 is set)
0,0 = Add x point
1,0 = Add y points
1,1 = Add z points
0,1 = Add n points
Like Let's say i want to make a game like Hot Potato. I want to make a countdown timer system as randomly lengthed as possible. What values of x, y, z, and n would do so?
| Trigger |
| Players: |
| ¤ Computer Player |
| Conditions: |
¤ 'Haha you're gay' is set.
|
| ¤ 'Randomize Switch 1' is set. |
| Actions: |
¤ Clear 'Randomize Switch 1'.
|
¤ Add 10 seconds to counter.
|
| ¤ Preserve. |
| Trigger |
| Players: |
| ¤ Computer Player |
| Conditions: |
¤ 'Haha you're gay' is set.
|
| ¤ 'Randomize Switch 2' is set. |
| Actions: |
¤ Clear 'Randomize Switch 2'.
|
¤ Add 10 seconds to counter.
|
| ¤ Preserve. |
Add an 'Add 10 seconds to counter' to the randomizer trigger you wrote and you'll have 4 possible randomized times (between 10 and 40).
Ez as pie. If you want more possible random values, then use more switches.
Add 1, 2, 4, and 8
then you can end up with 15 differant solutions.
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, or 15
Also if you do it with Tuxcedo's method then you will have a higher chance of having an average time. For an example if you use 8 switches you have alot higher chances of getting 40 than you would 80 or 0 (another problem)
EDIT:
OK I'm and idiot that won't work cause only one solution can be selected at a time, lol.
Well you could it like tuxcedo said by not making the combinations of switches. and use 1 2 4 and 8 instead of 10, or any other number, four times. You would want to do make sure you do something incase there all clear (like add 16).
There's no average time you get by doing "my method". It's just the same as any randomization. As I said, if you want more possible values, use more switches (and lower the 'Add seconds' value for each switch more, if you want to keep it within the 40 range). Make a test map to see what I'm talking about.
EDIT- And so as not to get a time of 0, add 10 (or whatever lowest amount you want) to the initial randomizer trigger, as I said earlier.
I'll demonstrate Say you have 4 switches, each add 10. And you start the inital value at 10
Follow the combinations in binary.
1111 = 50
0111 = 40
1011 = 40
0011 = 30
1101 = 40
0101 = 30
1001 = 30
0001 = 20
1110 = 40
0110 = 30
1010 = 30
0010 = 20
1100 = 30
0100 = 20
1000 = 20
0000 = 10
1 for 10
4 for 20
6 for 30
4 for 40
1 for 50
As you can see the middle value has higher chances to add the same amount. If you use doubleing values then you will get differant results I'll demonstrate with 3 switches.
First + 4 , Second + 2 , Third + 1 (no initial)
111 = 7
011 = 3
101 = 5
001 = 1
110 = 6
010 = 2
100 = 4
000 = 0
As you can tell simple binary and no repeating results.
I'm sure you realized all this tux you just needed someone uber cool like me to point it out 
Uh huh. Well my bad, I was thinking binary originally but wrote +10 instead. It was really supposed to be
???1 = +10,
??1? = +20,
?1?? = +30,
1??? = +40,
etc., like you said (or something along those lines, maybe not all in multiples of 10 for a hot potatoe game, though).
Dang I have no excuse to mess up on that since I've already taken binary math and stuff lol.
Yeah, once you get binary down, its pretty simple