<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.
		float traptime=0f;
		float interval=1f;

	protected override void Start ()
	{
		base.Start();
		if (zpos!=0)
		{
			interval=(float)zpos;
		}
		else
		{
			interval=1;
		}
		//Override to supress debug messages.
	public override bool Activate ()
	{
		GameObject triggerObj = ObjectLoader.getGameObjectAt(objInt().link);
		if (triggerObj!=null)
		{
				Activate(this.gameObject);
				traptime=0f;
			}			
		}	
		else
		{
			if (TriggerMeNow)
			{
					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> Fixed variable initialization on the variable traps
Some musings on UW2 change from/to traps, hack traps and scheduled triggers.
<DFF> @@ -20,6 +20,10 @@ public class a_timer_trigger : trigger_base {
 		//Override to supress debug messages.
 	public override bool Activate ()
 	{
+				if (EditorMode)
+				{
+					return true;
+				}
 		GameObject triggerObj = ObjectLoader.getGameObjectAt(objInt().link);
 		if (triggerObj!=null)
 		{

Fixed variable initialization on the variable traps Some musings on UW2 change from/to traps, hack traps and scheduled triggers.