It always starts and shows, but then onelapse the Elapse event is Ignored.
This does not happen when I use my variable to skip to the part of this campaign mission where the timer is called. This skipping code just calls the the same function that completing the previous objective does.
I have another skipping code that calls the same Objective complete function, but 1 second after (via a timer) the map starts. Using this code, the timer won't elapse either.
The TimerElapse is not working, no print("output") and no desired code.
What gives? Does anybody know something, some code in my LUA (Aside from something explicitly written to break the timer?) that would break this?
I do have occasionally get (depending upon which sides and sky's my code randomly loads, I think) a crash based on the String Pool is full message, but only BF2_modtools.exe crashes, not the game proper.
Would it be wise to go through my code, and DeleteEntity every dead object that won't be respawned, DestroyTimer every timer that won't be resused, and = nil all my variables that I
am done with?
Otherwise, the only solution is to have players change my maps 'config' file to run my skip code after beating the first part of the level
Thanks,
AceAzz
My LUA is 2180 lines long and calls several other files, but I can post if someone thinks that will help.


