This node will delay passing the signal from [In] to [Out] for the specified number of seconds in [Delay]
This node will delay passing the signal from [In] to [Out] for one frame
Node to measure elapsed time.
This node will delay passing the signal from the [In] to [Out] for a random amount of time in the interval [MinDelay,MaxDelay]
This node reads your system time and can be used for things such as displaying time on a players watch or synchronizing time of day with real-world time, etc.
Reads the server time and reports the current time (seconds or milliseconds) for the specified period.
Base time in seconds. The server time output is relative to the base time
Default value: 0
Valid values: 0-100
Number of seconds that should pass before the timer resets to 0
Current time in seconds, relative to the base time
Current time in milliseconds, relative to the base time
Triggers the Period output once for each period of time, as specified by the Period input
Valid values: 0=false|1=true
Outputs the total number of seconds from the start of the game, ticking once per frame.
Pauses the time output when set to true.
Current time in seconds
Triggers a tick once per frame
Triggers the TimeOfDay, which is set in the flownode and can change the speed of at which it progresses.
ForceUpdate should be on. Same node can also read out the current TimeOfDay setting.
Loads a TOD (Time of Day definition file).
Time of Day and sun position transitions.
Works as a trigger when a specific time of day has been reached.
Counts a number of ticks specified by 'limit', and then outputs 'finished' with the value the input 'start' had when it was triggered.
Timer node will output count from min to max, ticking at the specified period of time.