Logic timer: Difference between revisions
		
		
		
		
		
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 Note:Enabling the entity resets its timer.
Note:Enabling the entity resets its timer.
 Tip:Use with logic_case for extremely random events.
Tip:Use with logic_case for extremely random events.
 Tip:It will start with
Tip:It will start with 
		
	
| m (Add tabs between source 1 and 2 pages) | m (→Flags) | ||
| Line 17: | Line 17: | ||
| == Flags == | == Flags == | ||
| {{fl|1|Oscillator|(alternates between <code>OnTimerHigh</code> and <code>OnTimerLow</code> outputs)}} | {{fl|1|Oscillator|(alternates between <code>OnTimerHigh</code> and <code>OnTimerLow</code> outputs)}} | ||
| {{tip|It will start with <code>OnTimerLow</code>, and all the odd-numbered refires will be <code>OnTimerLow</code>.}} | |||
| == Inputs == | == Inputs == | ||
Revision as of 09:06, 25 June 2024
|  Class hierarchy | 
|---|
| CTimerEntity | 
|  logicentities.cpp | 

logic_timer  is a   point entity  available in all  Source games. fires an output at regular or random intervals. It can optionally alternate between a "high" and a "low" output.
 Source games. 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. Tip:Use with logic_case for extremely random events.
Tip:Use with logic_case for extremely random events.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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.
- 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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
Flags
- Oscillator : [1]
- (alternates between OnTimerHighandOnTimerLowoutputs)
 Tip:It will start with
Tip:It will start with OnTimerLow, and all the odd-numbered refires will be OnTimerLow.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.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
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.


























