Scripting ID – is used to identify the Timer through scripting.
Initial Delay – sets a delay before the Timer starts. Set this to 0 if you don’t want a delay.
Every Interval – is how frequently the Timer will run. This could potentially cause slowdown if set to below 0.1 seconds.
Number of Ticks – is the maximum amount of times the Timer will run. If this is set to 0, the Timer will run continuously without a limit.
Player within (pixels) – the Timer will not run until the player is within a certain distance to the Timer.
Must be turned on through an event – when ticked, the Timer will not run unless it’s turned on through a “Start/Stop Timer/Spawn” event.
See the “Referencing Objects” section on the Script Editor page to learn about the global terms “relate”, “this”, “main” and “party” and how they can be used.
Initial timer tick – runs the script during the first Timer tick.
Every timer tick – runs the script at every Timer interval.
Final timer tick – runs the script during the last Timer tick.
Killed all spawned actors – runs the script once all spawned Actors have been killed.
By placing an Actor on the Map on top of the Timer/Spawn, that Actor will be spawned.
Add counter to spawner actors’ names – when ticked, newly spawned Actors will add a numeric value to the end of its name so that all instances are unique.