It works as it should. Here is a simple level- I have a start marker, a triggerzone, and a crate.
Level Setup
Here is the properties of the crate I used.
Crate properties (make sure entity is dynamic)
Here is the properties of the triggerzone.
Triggerzone
The script attached to the main script field for the triggerzone.
;Artificial Intelligence Script
;Header
desc = Plr In Zone, activate entity specified in IF USED
;Triggers
:state=0,plrwithinzone=1:etimerstart,state=1
:state=1,etimergreater=10000:activateifused=1,sound=$0
;End of Script
What happens?
The player enters the triggerzone, the timer I used counts down to 10 seconds, and the crate is spawned.
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