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Umm I don't know exactly but I know you don't need that "run - this trigger ignoring conditions" because it already is running. If it's not initially on then it won't run if something else doesn't turn it on I think. Now you may rip apart what I said.
 
The "Run (This trigger) (ignoring conditions)" action is supposed to make the trigger repeat every 86400.00 in-game seconds.
 
oops, there is some confusion here I see.....

the "wait x game-time seconds" trigger action doesn't actually refer to the internal time-clock of your game, it refers to the real-world time, but it also takes lag into account (if you are playing multiplayer).

In the absence of any lag, this trigger action is identical to the trigger action "wait x seconds". It will wait for x number of real-world seconds.

When lag is present, the "wait x game-time seconds" trigger action will conduct a "polled wait" of all computers, meaning it will wait until x number of real-world seconds has been registered by all computers, not including the time the computers have to stop while waiting for lag problems to be resolved.

While that may seem a little confusing to read, you should simply know that "wait x game-time seconds" will produce more accurate results in multiplayer games than "wait x seconds". So make sure you always use "wait x game-time seconds" for your multiplayer maps.



So the problem in Mind's trigger there is that it is actually waiting for 86400 seconds in the real world, which is of course 24 hours. There are probably a few good ways you could write that trigger differently, I'll have a think about it.
 
Accomodating to the gameplay constant - "Time - Real seconds per game day", there are 480 real seconds in a game day by default.
 
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