So if sumone loads a savegame the timer wont work?
The timer on the trigger works, yes.
But the 'command'
time has a bug that when ever a saved game is reloaded the time value it gives resets back to 0...
So, if using a script that bases some of it's 'actions' to
time it will get screwed after savegame reload...
Surely, the example given in the second post won't probably get screwed so badly as not many use their 'only' savegame in the beginning...
Thats good info, HK, you should add that as a comment to the command reference entry.
Oh, it isn't there allready...
Well, should be added then...
regarding the question:
I'm a bit 'lost' what you want exactly, but in the most simpliest way you could use a
timeout trigger.
Make a trigger that covers the area where player and the chopper are, then put the trigger on
timeout 60/60/60, activated by the player side, and write in the condition field:
vehicle player in thisListThen, in the on activation field you put the variable controlling the 'bad' end for the mission and set it to
true, like
my_badend=true.Then, make a end trigger, like end#2 or something (assuming you use the end#1 for the 'good' end) with condition
my_badend in it's condition field...
Now, in theory (
), the timeout trigger should 'trig' if the player is in the trigger area after 60 seconds and then 'trig' the 'bad' end trigger...
But as I said, in theory, no guarantees that it will work...
As for not allowing the player to go and 'clean' the closest town, it depends on whether you want the location to be available for 'cleaning' later on in the mission or not...
If not, you could use a variable that is set to true when the player selects the other location than the closest town and when that variale is set to true, all the enemies in the closest town would be deleteVehicled...
That is of course a bit crappy way of doing this if the briefing states that there's enemy activity in that town and when you fly over it with the chopper there's no enemies there at all...