# idTarget_Timer

<p class="callout info">When activated, displays a countdown on the player's HUD.</p>

## 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.

<p class="callout danger">Do not rely on the failTarget paramater to activate entities when the timer runs out. The targeted entity will not be activated if the player's HUD is disabled. Instead, use either a relay delay, or an encounter manager wait event call.  
</p>

`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.