logic_timer

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Logic timer.png
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.

Warning: This entity uses a high amount of server bandwidth, especially with low refire intervals. Use a I/O loop with an entity such as logic_relay for those cases.

Keyvalues

Use Random Time <boolean>
Makes the entity fire at random intervals. Range of values is restricted by the next two KVs.
Minimum Random Interval <string>
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 <string>
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 <string>
If "Use Random Time" isn't set, this is the time between timer fires, in seconds.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

EnableDisable:

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

Flags

  • 1 : Oscillator (alternates between OnTimerHigh and OnTimerLow outputs)

Inputs

RefireTime  <integer>
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.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
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.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.