All you have to do is do Set Timer but pick the same timer. It will be reset. Though, freezing timers is beyond my knoledge.

EDIT: This whole post is about map making.
Timers, in DK2, are a one shot kind of thing, you can't stop, pause, or reset them (for my knowledge).
I'm forced to use several triggers to achieve the same effect of a repeating trigger (one that fires every 60 seconds by adding 1 to a flag every tick, which there are 4 in a second, and then another trigger which checks for when that flag hits 240 (60 seconds of ticks))
In other words, please implement means to manipulate the timers effectively.
(If I was wrong in this post about not being able to reset timers, please say so :/ )
All you have to do is do Set Timer but pick the same timer. It will be reset. Though, freezing timers is beyond my knoledge.
Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
Batezek can go to hell. Never playtesting there again.
Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
Playtesting while Remaking Official Campaign.
Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.
The Awakening: GM Powers Activate!
Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas
Fun DK1 Fact:
1 Armor = 0.390625% Damage Absorption
5 Armor = 1.953125% Damage Absorption
LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ
Do you mean Initialize Timer?
Oh right, Set Timer is DK1 script. But, yeah, just repeating the command resets the timer for DK1 and DK2.
Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
Batezek can go to hell. Never playtesting there again.
Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
Playtesting while Remaking Official Campaign.
Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.
The Awakening: GM Powers Activate!
Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas
Fun DK1 Fact:
1 Armor = 0.390625% Damage Absorption
5 Armor = 1.953125% Damage Absorption
LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ
WFTO uses Lua for maps scripting, so this sort of thing should be doable.
We should add more features to it though. I'd like to see a Timer pause or going to a certain setting.
Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
Batezek can go to hell. Never playtesting there again.
Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
Playtesting while Remaking Official Campaign.
Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.
The Awakening: GM Powers Activate!
Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas
Fun DK1 Fact:
1 Armor = 0.390625% Damage Absorption
5 Armor = 1.953125% Damage Absorption
LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ
Yeah, something like this:
To reset you could just do Timer.setTimer(1, 0)HTML Code:Timer.newTimer(1) - Creates a new timer value (could be stored in an array) default value is 0 Timer.setTimer(1, 0) - Sets the time of timer X to value Y Timer.startTimer(1) - Starts tracking milliseconds past since the start (from the last stored value for the timer) Timer.stopTimer(1) - Stops tracking milliseconds past Timer.getTimer(1) - Returns the value of the timer
I think this is a good system for managing timers since you can create as many as you need (or at least a high amount of timers).
This thread was more about asking to improve things than a new suggestion. So it has been closed.

