Counts time to a target duration. (Jj) (Tg) The timer is normally considered “finished” when the current time is the same as the target time.
The progress of the timer is a percentage of how far through the current time is relative to the target time. current time ÷ target time
Memory: Costs 0.0061% of the things limit per gadget.
# Target Time
The duration the timer will run for.
# Current Time
The current time of the timer. Maximum is the target time.
# Timer Type
The type dictates how it reacts to the start signal, and how it views the progress of the timer in relation to the target time.
# Start Timer
Controls the timer, depending on the Timer Type used. (Tg)
# Timer Finished (Pulse)
Sends a pulse when the timer is finished. (Pk) (Tg)
When in Count Up mode, sends only sends a pulse if the timer is simply allowed to run and reaches 100% progress.
When in Positional mode, sends a pulse when the timer's progress reaches the same percentage as being received by Start Timer.
# Reset Timer
Resets the Current Time to 0 seconds, unless in Count Down mode. (Tg)
If you wire the “finished” pulse output to the “reset” input, the timer will begin again on the next logic frame, creating a loop and a pulse every Target Time seconds. (Jj) (Tg)
# Timer Output
Gives a 0 - 1 representation of the progress the timer has made towards the target time target. Think of it as a “progress” signal. (Pk) (Tg)
Sends current time ÷ target time, unless in Count Down mode. (Jj)
A good use for this is to control a Timeline’s playhead using a timer. (Tg)
# Timer Finished (Signal)
Sends a signal while the progress is at the target progress, as determined by the current Timer Type. (Pk) (Tg)
When in Positional mode, only sends a signal when at 100% progress.