# StartCountdownOptions

> Talos next · Since 0.7

The start countdown's settings.

Every one is optional.

## Signature

```ts
export interface StartCountdownOptions {
  /** The `StartCountdown` node's id. Default `countdown`. */
  id?: string
  /** The first figure. Default 3. */
  from?: number
  /** Seconds each figure shows. Default 1. */
  step?: number
  /** Seconds GO! shows before the countdown hides. Default 0.8. */
  goFor?: number
  /** GO!'s string key. Default `ui.race.startGo`. */
  goKey?: string
  /** The event raised once, at GO!. Default `race-go`: a game event name, not an engine one. */
  event?: string
  /**
   * An input context to hold the scene in from `start()` until GO!, then hand back the one it was in.
   * Declare it in the scene's `meta.input.contexts` with no driving actions (`"countdown": {}`), and an
   * `input: "auto"` vehicle sits still through the count. Absent, nothing is held; a name the scene does
   * not declare holds nothing either (`ctx.input.setContext` answers false), and nor does a behaviour
   * with no `ctx.input`: run the countdown from the player's vehicle or the player spawn, not a prop.
   */
  hold?: string
}
```

Import: `import type { StartCountdownOptions } from "@argus/gameplay"`

## Members

| Member | Signature | Description |
|---|---|---|
| `id` | `id?: string` | The `StartCountdown` node's id. Default `countdown`. |
| `from` | `from?: number` | The first figure. Default 3. |
| `step` | `step?: number` | Seconds each figure shows. Default 1. |
| `goFor` | `goFor?: number` | Seconds GO! shows before the countdown hides. Default 0.8. |
| `goKey` | `goKey?: string` | GO!'s string key. Default `ui.race.startGo`. |
| `event` | `event?: string` | The event raised once, at GO!. Default `race-go`: a game event name, not an engine one. |
| `hold` | `hold?: string` | An input context to hold the scene in from `start()` until GO!, then hand back the one it was in. Declare it in the scene's `meta.input.contexts` with no driving actions (`"countdown": {}`), and an `input: "auto"` vehicle sits still through the count. Absent, nothing is held; a name the scene does not declare holds nothing either (`ctx.input.setContext` answers false), and nor does a behaviour with no `ctx.input`: run the countdown from the player's vehicle or the player spawn, not a prop. |
