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As far as the trigger is concerned, yours might be simpler. But rule number 1 when making a program is to be redundant with your code. It is better to define as much as you can for the program. By doing so you take away more of the ability for the program to do some 'funky' things with your triggers, or code.
Umm...what? My trigger wont do anything "funky." It works perfectly fine.
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Consider if the trigger only included the 'Countdown is At Most 3 Seconds', as long as the Countdown is under 3 seconds the spawn could occur. Then lead on to the next part of the trigger, the wait is only an 8 second delay. If the Countdown does not restart, or has a longer delay to a restart then the spawn would occur again with no end. Thus, by adding 'Countdown is At Least 1 Second' I have opened only a 3 second window of opportunity for the spawn to be created, and if the countdown does not restart then the spawn will not automatically happen again after the 8 second wait elapses. (assuming that it is preserved to begin with)
True, but it will spawn at exactly 3 seconds most of the time - and he wants it to spawn at 0. Why would you even need a delay? To remedy it spawning again I included a switch, which also makes it easier to spawn certain units for multiple countdowns.
I mean no disrespect to you or anything, but I know that my trigger works perfectly fine and with less specifics than yours. There is a very slim chance that it will mess up, and if it does it is the creator's fault for not thinking about it beforehand.
