<NME> a_timer_trigger.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

public class a_timer_trigger : trigger_base {


		//The zpos value appears to control it's rate of triggering.
}
					base.Update();
			}
		}
	}



		//Override to supress debug messages.
	public override bool Activate (GameObject src)
	{
		if (EditorMode)
		{
			return true;
		}
		GameObject triggerObj = ObjectLoader.getGameObjectAt(link);
		if (triggerObj!=null)
		{
            if (triggerObj.GetComponent<trap_base>()!=null)
            {
                triggerObj.GetComponent<trap_base>().Activate(this, quality, owner, flags);
            }
           // else
            //{
                   //Debug.Log("null trap on " + this.name);                 
            //}
			
		}

		PostActivate(src);
		return true;
	}

		//DO not destroy
		//public virtual void PostActivate()
		//{
		//}
}

<MSG> Basic implementations of UW2 pit & oscillator traps and timer trigger.

<DFF> @@ -2,7 +2,36 @@
 using System.Collections;
 
 public class a_timer_trigger : trigger_base {
+		//The zpos value appears to control it's rate of triggering.
+		float traptime=0f;
 
 
-		//The zpos value appears to control it's rate of triggering.
+		void Update()
+		{
+			traptime+=Time.deltaTime;
+			if(traptime> (float)objInt().zpos * 0.3f)
+			{
+				Activate();
+				traptime=0f;
+			}			
+		}
+
+
+		//Override to supress debug messages.
+	public override bool Activate ()
+	{
+		GameObject triggerObj = ObjectLoader.getGameObjectAt(objInt().link);
+		if (triggerObj!=null)
+		{
+			triggerObj.GetComponent<trap_base>().Activate (objInt().quality,objInt().owner,objInt().flags);
+		}
+
+		PostActivate();
+		return true;
+	}
+
+		//DO not destroy
+		public virtual void PostActivate()
+		{
+		}
 }

Basic implementations of UW2 pit & oscillator traps and timer trigger.