Well, I think you could use a variable (or two or three) to simulate a timer.
Here's how it'll go:
1) Setup these variables in the setuplevel.fpi:
- Minute
- TenSecond
- OneSecond
2) Default them to whatever you want. (Ex. 1:53 would be Minute=1,TenSecond=5,OneSecond=3)
3) Set these variables up as numeric HUDs and position them in a Clock fashion.
4) Now let's make our script(s) to increment/decrement the timer when necessary.
First off, we want our timer to increase the OneSecond every .... well, second.
:state=0:etimerstart,state=1
:etimergreater=1000:addvar=OneSecond 1,etimerstart
Now, when our OneSecond reaches 10, we want to increment the TenSecond.
:varequal=OneSecond 10:addvar=TenSecond 1,setvar=OneSecond 0
And, we want to increment our Minute counter when the TenSecond reaches 6!
:varequal=TenSeconds 6:addvar=Minute 1,setvar=TenSecond 0
Now, we throw it into my Magical Scripting Cooking Pot, stir with a dash of spice, and VIOLA!
:state=0:etimerstart,state=1
:etimergreater=1000:addvar=OneSecond 1,etimerstart
:varequal=OneSecond 10:addvar=TenSecond 1,setvar=OneSecond 0
:varequal=TenSeconds 6:addvar=Minute 1,setvar=TenSecond 0
Now, stick it on an Always Active entity in your level and you got yourself an incrementing clock!
To make this reusable, however, I would suggest doing the actual checking (For death, event, whatever) of a certain time in a seperate script.
Also, you can easily change the above script to be a countdown instead.
Have fun!
The one and only,
~PlystirE~