![]() ![]() Set a timer called test to a duration of 30 seconds. Now change the entity_id and duration and click Call Service button. I decided to start with something simple, a form that counted down the time and then closed. I wanted to create a script that created a form on the screen, and I wanted it to do something. Navigate to Developer Tools -> Services and select the timer.start service, then click the Fill Example Data button. As with some of my projects, this one started as sort of a challenge to myself. This service takes no service data attributes. Reload timer’s configuration without restarting Home Assistant itself. You can also use entity_id: all and all active timers will be finished. Manually finish a running timer earlier than scheduled. You can also use entity_id: all and all active timers will be canceled. This resets the duration to the last known initial value without firing the timer.finished event. Service data attributeĬancel an active timer. You can also use entity_id: all and all active timers will be paused. This will retain the remaining duration for later continuation. Service data attributeĭuration in seconds or 00:00:00 to add or subtract from the running timer. You can also use entity_id: all and all active timers will be changed. This changes the duration of the timer with the duration given. Name of the entity to take action, e.g., timer.timer0.ĭuration in seconds or 01:23:45 format until the timer finishes.Ĭhange an active timer. You can also use entity_id: all and all active timers will be started. The duration can be specified as a number of seconds or the easier to read 01:23:45 format. If a new duration is provided, this will be the duration for the timer until it finishes or is canceled, which then will reset the duration back to the original configured value. If no duration is given, it will either restart with its initial value, or continue a paused timer with the remaining duration. Starts or restarts a timer with the provided duration. finished_at should usually be now, or within the last several seconds, but if the restore property is true, finished_at may be further in the past since this event will fire on startup for any timers that would have ended while Home Assistant was stopped. Timer is currently running because it was (re-)startedįired when a timer has completed and includes finished_at date/time in event data. Timer is idle because the timer finished, was canceled or was never started For example mdi:car, mdi:ambulance, or mdi:motorbike. Pick an icon from Material Design Icons to use for your timer and prefix the name with mdi. The finished_at property in the event data will provide you with the time that the timer was actually supposed to fire which you can use in automation conditions to decide whether or not to act on it. ![]() If an active timer was supposed to end while Home Assistant is stopped, the timer.finished event will fire on startup for that timer. By multiplying to your spawn rate you are increasing the number of enemies spawned at a quadratic rate.When true, active and paused timers will be restored to the correct state and time on Home Assistant startup and restarts. ![]() This function creates a new instance of the enemy scene and then adds that instance to your hierarchy as a node.Įdit: I noticed that you wanted your number of enemies to increase in a linear fashion. Or loadEnemy = load("res://path_to_enemy_scene")Įither work, the first loads the enemy at the start of the scene, the second loads the enemy when the code is executed.Īfter that, you will need to add the enemies to the scene (you can do this in a spawn_enemies function) func spawn_enemies(spawnrate): For a spawn_enemies function, you can set up a variable (outside the function) loadEnemy = preload("res://path_to_enemy_scene") You already have your increase_spawnrate function set up. Go here for some more documentation on Timers. $Timer.start() # Restart the 10 second timerĭon't forget to make your increase spawnrate and/or spawnenemies functions to spawn your monsters. Spawn_enemies(spawnrate) # Do this or else it will take 10 secs $Timer.start() # If autostart isn't selected, will start the timer Setup: Add Timer node to hierarchy, connect timeout() signal to the script, set wait time to 10, set autostart to true (to start adding enemies as soon as the timer node loads). With the timer node, you can set its wait time (time waited before returning timeout() signal) to 10 seconds. Sounds like you need the timer node for this. ![]()
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