I'm not sure, but I think that I ran into this problem in the past and figured out a simple solution.
For some reason the fadeout wouldn't work right when in a timer unless I called it again, like so..
:activated=1:incstate=1,activate=0
:state=1:hudshow=bomb1,timerstart
:state=1,timergreater=2500:
hudshow=bomb1,hudfadeout=bomb1,suspend
:state=2:hudshow=bomb2,timerstart
:state=2,timergreater=2500:
hudshow=bomb2,hudfadeout=bomb2,suspend
:state=3:hudshow=bomb3,timerstart
:state=3,timergreater=2500:
hudshow=bomb3,hudfadeout=bomb3,suspend
:state=4:hudshow=bomb4,timerstart
:state=4,timergreater=2500:
hudshow=bomb4,hudfadeout=bomb4,suspend
:state=4:activateifused=1
;End of Script
Try that and see what happens.
I may be mistaken, but if my memory is working right then so should this fix.
Unless the suspend is causing a problem, because I wasn't using that in my stuff in the past.
EDIT
I see another problem though...
Quote: "
;Artificial Intelligence Script
;Header
desc = display huds when bomb is defused
;Triggers
:state=0...
:activated=1:incstate=1,activate=0
:state=1:hudshow=bomb1,timerstart
:state=1,timergreater=2500:hudfadeout=bomb1,suspend
:state=2:hudshow=bomb2,timerstart
:state=2,timergreater=2500:hudfadeout=bomb2,suspend
:state=3:hudshow=bomb3,timerstart
:state=3,timergreater=2500:hudfadeout=bomb3,suspend
:state=4:hudshow=bomb4,timerstart
:state=4,timergreater=2500:hudfadeout=bomb4,suspend
:state=4:activateifused=1
;End of Script"
:state=2:hudshow=bomb2,timerstart
:state=2,timergreater=2500:hudfadeout=bomb2,suspend
The first line shows it.
The second line never leaves the state, so the first line will keep on showing it.
:state=2:hudshow=bomb2,timerstart
:state=2,timergreater=2500:hudfadeout=bomb2,suspend
Should be come...
:state=2:hudshow=bomb2,timerstart,state=3
:state=3,timergreater=2500:hudfadeout=bomb2,suspend
... moving to another state should prevent the perpetual hudshow.
But then you would need to incstate=2 instead of one and start them at 2 having state=1 as a dummy state to fill the void.