Revision Difference
Entity:NextThink#562767
<function name="NextThink" parent="Entity" type="classfunc">
<description>
In the case of a scripted entity, this will cause the next <page>ENTITY:Think</page> event to be run at the given time.
⤶
Does not work clientside! Use <page>Entity:SetNextClientThink</page> instead.
Controls when, relative to <page>Global.CurTime</page>, the <page>Entity</page> will next run its Think function.
⤶
For Scripted Entities, this is the <page>ENTITY:Think</page> function.
For engine Entities, this is an internal function whose behavior will depend on the specific Entity type.⤶
⤶
⤶
For a Client-side equivalent, see <page>Entity:SetNextClientThink</page>.⤶
<bug issue="3269">This does not work with SWEPs or Nextbots.</bug>
</description>
<realm>Shared</realm>
<args>
<arg name="timestamp" type="number">The relative to <page>Global.CurTime</page> timestamp, at which the next think should occur.</arg>⤶
<arg name="timestamp" type="number">⤶
The timestamp, relative to <page>Global.CurTime</page>, when the next think should occur.⤶
</arg>⤶
</args>
</function>⤶
⤶
</function>⤶
<example>
<description>Prints 'Hello, World!' in console and sleeps for a second.</description>
<description>Repeatedly prints "Hello, World!" in console with a 1 second delay between each repetition.</description>
<code>
function ENT:Think()
print("Hello, World!")
self:NextThink( CurTime() + 1 )
return true -- Note: You need to return true to override the default next think time
end
</code>
<output>Hello, World! every second the entity exists in the world.</output>⤶
<output>⤶
```⤶
Hello, World!⤶
Hello, World!⤶
Hello, World!⤶
Hello, World!⤶
...⤶
```⤶
</output>⤶
</example>