errm - The-Architekt;
first: i'm still in the same meaning like HateR_Klint (or he's
in the same meaning as me
) when it comes to the necessarity
of such a trigger...
...but:
I've tried it out, as me got some thinks about why it doesn't
work for you.
A trigger being triggered by whatever, including a countdown
of whatever seconds, + type end#1 - does work.
Two things can cause that you feel it doesn't work now:
1) - the condition for what the trigger has been triggered
is nomore true after 200 (OFP) seconds
e.g: trigger has been triggered by a unit's presence but unit
has left the trigger area within these 200 seconds
2) - 200 seconds in OFP is not 200 seconds in real life
Even more i reckonn'ed during a CAS script/dialog, that:
a delay of 20 seconds (~20) was much longer than
~10 (hmm - i hope i can explain in english what i mean here)
Normally you would say: ~10 is 10 seconds and ~20 is 20 seconds = 10 * 2
But thats not been the case
~10 was very short
and ~20 was like 40 seconds or so - dunno why but it happened
Now imagine that on a 200 seconds countdownI'm gonna make some tests for a 200+ countdown later when
back home from work.
:edit - i've just made a test (before going to work i have had 200 +
seconds time left ;D
And the result was:
201 seconds countdown (OFP time) is exactly 201 seconds in real
world.
I've made a trigger type end#1 with the condition 'whateva'
Then i've made a radio-alpha trigger - onActivation: whateva = true
Also i've made triggers, depending on the same condition as the
end#1 one (whateva) to cover every 30th second displaying
a hint message. 30 - 60 - 90 - 120 - 150 - 180
Each hint was showing up + after exactly 201 seconds the game
did end.
Now i came to the conclusion that your trigger doesn't work because
of what i explained at: 1) condition is nomore true after 201 seconds
in your intro.
Unfortunately i've been doing that in mission and not intro, so
i'm gonna have to wait for further tests until i'm back home from
work now.
~S~ CD