idTarget_Timer
When activated, displays a countdown on the player's HUD.
idTarget_Timer
entity {
entityDef example_countdown {
class = "idTarget_Timer";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
spawnPosition = {
x = 1;
y = 1;
z = 1;
}
dormancy = {
allowPvsDormancy = false;
}
time = 20;
}
}
}
time
: the only mandatory argument. Measured in seconds.
failTarget
: an entity that will activate when the countdown reaches 0.
stopOnSecondActivate
:if true, then only the first activation will set a countdown. The second activation will immediately set the countdown to 0. Any subsequent activation of this timer will have no effect. Defaults to false.
What happens if multiple timers are activated simultaneously?
The countdown will simply be adjusted to the time parameter of the most recently activated timer entity, and any failTargets will activate simultaneously when 0 is reached.
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