For the complete documentation index, see llms.txt. This page is also available as Markdown.

Time

Use Cases:

  • Racing games

  • Poison system

  • Damage over time systems

  • Crafting timers

  • Areas upgrading and degrading over time for management or resource gathering

  • Preparation time at cooking stations

  • Lock outs

  • Puzzles

Use the Math rule to increase or decrease a paused timer.

Reduce a numerical variable with a negative value.

Start Timer

Time events, delay interactions and more with timers!

The Start Time rule allows creators to create descending timers that will send a message once they reach 0. This allows for more dynamic timed and delayed events. Close a door if a player is too slow to reach it, Spawn new waves of enemies after a certain time or simply delay a reaction to a players interaction.

Required Message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Time variable

This will define which Variable of the type Time will be modified by this rule.

Duration

There are three modes to define how much time will be on the timer after it starts

  • Variable will allow you to define an existing variable to modify the timer. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

Message to stop the rule

If the timer needs to be stopped prematurely it can be done using this message.

Message to send

The message that is sent out when the timer is finished.

Stopwatch

Keep track of individual players' times in a race.

With the Stopwatch rule it is possible to create an ascending stopwatch. It will run until it is stopped and the timer can trigger messages by using the Compare Time rule.

Required message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Time variable

This will define which Variable of the type Time will be modified by this rule.

Message to stop

With this message the Stopwatch can be stopped, for example when crossing a finish line.

Pause time

Set up breaks and give players some time to catch their breath during a race.

With the Pause time rule you can pause and unpause a running time variable. It is also possible to react to a timer being paused or unpaused by sending a message each time the state changes.

Required Message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Time variable

This will define which Variable of the type Time will be modified by this rule.

Pause State

There are three modes to define how much time will be added to the timer:

  • Variable will allow you to define an existing variable to modify the timer. This variable can be modified elsewhere using the Set true/false value rule. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An checkbox will appear to toggle the value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the true/false type for it to be selectable here. A dropdown menu will appear to select the message argument.

A true value (a ticked checkbox) will cause the timer to be paused, while a false value will un-pause the timer.

Message to send

This message can be send out after the timer is paused or un-paused. This is an optional field an can be set to none.

Set time value

Reset timers to restart races or reuse timer variables.

The Set Time value rule is an easy way to set the timer to a specific value without having to calculate anything. The timer can be set to new values or be set to zero if a race is over or lost.

Required message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Time variable

This will define which Variable of the type Time will be modified by this rule.

New time value

There are three modes to define the value the time will set to:

  • Variable will allow you to define an existing variable to modify the timer. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

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