We use a similar method. We have a trigger which will show a couple of huds, then the win zone is activated and the level ends.
What you want to do is when the time is reached, activate the winzone. So in your example, you would use something like this:
:state=0,plrwithinzone=1:etimerstart,state=1
:state=1,etimergreater=42000:activateifused=1,state=2
:state=2:none
I changed your timer to etimer. In the Trigger properties, put the name of the winzone in the IFUsed field. When your script "activates the IFUsed" field, it activates the winzone.
In the winzone properties, put this script in the Start script field (replaces the appear1.fpi):
Appearifactivate.fpi
;Artificial Intelligence Script
;Header
desc = Instant On
;Triggers
:state=0,activated=1:spawnon,setalphafade=100,runfpidefault=1
;End of Script
Place your winzone where you want it to be activated from. Usually it is in the same place where the player would hit the trigger. Note: the player will still be able to move unless you use the "plrfreeze=x" command to freeze them in place. Otherwize they might not be in the winzone area when it is spawned, unless that is not an issue.
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