logic_timer

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logic_timer is a point entity available in all Source games. It fires an output at regular or random intervals. It can optionally alternate between a "high" and a"low" output.

Note:Enabling the entity resets its timer.
Tip:Use with logic_case for extremely random events.

KeyValues

Use Random Time <bool>
Makes the entity fire at random intervals. Range of values is restricted by the next two KVs.
Minimum Random Interval <float>
Maximum Random Interval <float>
If "Use Random Time" is enabled, these values define the range of values, in seconds, that the entity can choose from for random firing.
Refire Interval <float>
If "Use Random Time" is disabled, this is the interval between outputs in seconds.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • Oscillator (Alternates between OnTimerHigh and OnTimerLow outputs. OnTimerHigh comes first.)

Inputs

Toggle
Toggle the timer on or off, resetting it in the process.
RefireTime <int>
Set a new refire interval.
FireTimer
Force the timer to fire immediately.
LowerRandomBound <float>
UpperRandomBound <float>
Set a new min/max random interval.
ResetTimer (New with Orange Box)
Starts counting from zero. You could also use enable.
AddToTimer <float> (New with Orange Box)
SubtractFromTimer <float> (New with Orange Box)
Adds/removes time if the timer is enabled. No effect if disabled.
UseRandomTime (New with Orange Box)

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

OnTimer
Fired when a non-oscillating timer expires.
OnTimerHigh
OnTimerLow
Alternatively fired every time an oscillating timer expires, starting with OnTimerHigh.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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