logic_timer

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.



logic_relay
for those cases.Contents
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
<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
<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
<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.
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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
(thinkfunction)
<string>
(in all games since)
- 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
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.
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- 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
, 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>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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>
(in all games since) !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
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.