Logic timer (Source 2): Difference between revisions
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Note:Enabling the entity resets its timer.
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{{ | {{This is a|point entity|name=logic_timer|sprite=1|engine=Source 2}} 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.}} | {{Note|Enabling the entity resets its timer.}} | ||
Revision as of 01:52, 22 September 2024



logic_timer
is a point entity available in all Source 2 games. It fires an output at regular or random intervals. It can optionally alternate between a "high" and a "low" 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
- Use Random Time (UseRandomTime) <boolean>
- Makes the entity fire at random intervals. Range of values is restricted by the next two KVs.
- Pause After Firing (PauseAfterFiring) <boolean>
- Minimum Random Interval (LowerRandomBound) <float>
- If "Use Random Time" is set, this is the minimum time between timer fires. The time will be a random number between this and the "Maximum Random Interval".
- Maximum Random Interval (UpperRandomBound) <float>
- If "Use Random Time" is set, this is the maximum time between timer fires. The time will be a random number between the "Minimum Random Interval" and this.
- Refire Interval (RefireTime) <float>
- If "Use Random Time" isn't set, this is the time between timer fires, in seconds. Make sure output delay times are less than this value.
- Initial delay before first fire (InitialDelay) <float>
- Time to wait after the timer is enabled before firing the first time. Negative values can be used to avoid waiting the lower random bound on spawn, or positive values to postpone the first event.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Flags
- Oscillator : [1]
- Alternates between
OnTimerHigh
andOnTimerLow
outputs
Inputs
- RefireTime <float >
- Set a new Refire Interval.
- ResetTimer
- Reset the timer. It will fire after the Refire Interval expires.
- FireTimer
- Force the timer to fire immediately.
- Enable
- Enable the timer.
- Disable
- Disable the timer.
- Toggle
- Toggle the timer on/off.
- LowerRandomBound <float >
- Set a new Minimum Random Interval.
- UpperRandomBound <float >
- Set a new Maximum Random Interval.
- AddToTimer <float >
- Add time to the timer if it is currently enabled. Does not change the Refire Interval.
- SubtractFromTimer <float >
- Subtract time from the timer if it is currently enabled. Does not change the Refire Interval.
- PauseTimer
- Pauses the timer, maintaining its current remaining time.
- UnpauseTimer
- Unpauses the timer, continuing from where it left off when frozen.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Base:
- RunScriptFile
- Load and execute a script file.
- RunScriptCode
- Execute a fragment of script code.
- CallScriptFunction
- Call a script function.
- CallPrivateScriptFunction
- Calls a script function from this entity's private script scope.
- CallGlobalScriptFunction
- Calls a script function in the global script scope.
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput
- Adds an entity I/O connection to this entity. Parameter format: OutputName→TargetName→InputName→Parameter→Delay→MaxRefires
- FireUser1 to FireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Outputs
- OnTimer
- Fired when the timer expires.
- OnTimerHigh
- Fired every other time for an oscillating timer.
- OnTimerLow
- Fired every other time for an oscillating timer.