there seems to be some confusion regarding the freeze timers function in the game. it was solely designed for using in the skirmish mode (multiplayer against bots). if the timer freeze works for the SP missions it is pure luck as i did not program it for that purpose. i did it as a request from the members who were playing the demo and wanted to extend the multiplayer skirmishes against bots length of game.
Also, i did not test all the numerous modes and maps but the timer code is different for each of the types of skirmishes so i guess it is possible that a certain mode and map may not have a timer working as i did not test EVERY combination which would have taken hours! at any rate, thank you for the feedback and i am sorry if there was confusion.
best,
Cal
[Edited by Caliber, 9/23/2007 11:19:16 AM]
Please add the time lock for single player please
I need it badly
Actually with the trainer you really don't need the timer freeze. I usually had plenty of time left in the timed missions. Probably the only mission where it would be handy is the secondary mission on the downed B2 map where you have to blow up the power plant. You only get a couple of minutes to do it and you apparently have no units that can attack it (engineers could probably do it, but you'd have to get them there quick). I think you get access to artillery strikes in the last 20-30 seconds so you have to be quick as they take about 10-15 seconds to fire after the marker is placed. A timer freeze could give you a bit of breathing space to successfully blow it up, but seeinmg as it is a secondary mission, failing it doesn't fail the overall mission.
Haha.. Lemme give you guys a fastest tip.. just airdrop your guys beside the green-looking-barn-thingy and then use the infantry artilary support.. click it 3 times (of course you will need the instant offensive option on in the trainer) and KABOOM! The whole darn nuke plant is well.. literally nuke! :P
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