Mr Love
Not hard to do. But I see you have an "activated" in there already?
To do this simple, Place a triggerzone (the one that will activate this one)
Main script you know "plrinzoneactivateused.fpi" Put name of script
you want to activate in "if used" field.
Next, script to be activated (same name) use this script in the "Start AI" field,
not the "Main AI" Trigger will ot appear until activated.
;Artificial Intelligence Script
;Header
desc = Appear if Activated
;Triggers
:state=0,activated=1:setalphafade=100,runfpidefault=1
;End of Script
Now you have to change script above, I remember a Trigger to stop/kill timer
Change activated=1 to activated=2. Your trigger that stops the timer change to "activatedifused=2"
:state=0:dimvar=timecounter
:state=0:hudreset,hudx=50,hudy=5,hudsize=22,hudfont=verdana,hudtext=Time Left,hudname=timeleft,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=10,hudsizex=24,hudsizey=24,hudimagefine=gamecore\huds\numeric2.dds,hudtype=6,huduservar=timecounter,hudname=timecounter,hudhide=1,hudmake=numeric
:state=0:state=1
:activated=2:hudunshow=timeleft,hudunshow=timecounter,destroy
:state=1,plrwithinzone=1:state=2
:state=2:hudshow=timeleft,state=3
:state=3:setvar=timecounter 20,state=4,hudshow=timecounter
:state=4:etimerstart,state=5
:state=5,etimergreater=1000:state=6
:state=6:subvar=timecounter 1,state=7
:state=7,vargreater=timecounter 0:state=4
:state=7,varless=timecounter 1:newgame
My games never have bugs. They just develop random features..
Lots and lots of random features...