Documentation by TAPgiles


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.

Tweak Menu

# 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.