Now you've went back to a single state 1 line, let's go through this, step by step.....
Right, our player is racing an enemy, now, He can either get there before him, (before 5 minutes), or after him (after 5 minutes).....
Therefore we make 2 states, for the 2 choices, and one state to start it up..
That state is state 0.....
You've prepared by starting the timer and moving up to state 1, now you'll have to branch off at state 1 to make it twice....
Now We have this:
:state=0:Timerstart, state=1
:state=1
:state=1
But of course, that'll do nothing until we give it a few more boxes to tick, so to speak, so we'll need to work out how we'll test if 5 minutes have gone by, (by using TIMERGREATER), after this, we'll have to kill him, or start a new game, so we add in TIMERGREATER in the conditions area, and NEWGAME in the actions....
We now have this:
:state=0:Timerstart, state=1
:state=1,timergreater=300000:newgame
:state=1
Ok, good with making the player lose, but now he can't win, which I'm sure they'll be unhappy about, and your showcase thread will be full of more flaming than an industrial oven, so now we add in checks to test if he
does get there in time, beat the baddie, save the planet, etc, etc....
Your doing this on a trigger zone, so we'll use PLRWITHINZONE to test, right, but we don't use the timergreater condition, as that would mess it all up, after doing this, we need to dictate what happens after the player wins....let's say the trigger zone is destroyed, for simplicity, to do that, we use the DESTROY command, simple, eh?
Now we have this:
:state=0:Timerstart, state=1
:state=1,timergreater=300000:newgame
:state=1,plrwithinzone:destroy
Now, this'll just can the zone if you win, if you want something else to happen instead when you win, replace the DESTROY command with the commands required to do what you wanted to do...
Good luck..