Timer problem
#1

This Timer is only working one time, I mean to say that After this timer gets killed then it don't work if I call it later

Код:
//cd_timer is countdown timer
forward countdown();
public countdown()
{
	countd--;
	if(event_type==TDM)
	{
		if(countd==0)
		{
			se_timer=0;
			for(new i=0;i<=MAX_PLAYERS;i++)
			{
				if(IsPlayerInEvent(i))
				{
				new str[129];
				format(str,129,"%d",totalp_red);
				PlayerTextDrawSetString(i, TDM_TXD[i][3],str);
				format(str,129,"%d",totalp_blue);
				PlayerTextDrawSetString(i, TDM_TXD[i][4],str);
				PlayerTextDrawHide(i,Count_TXD[i][0]);
				PlayerTextDrawHide(i,Count_TXD[i][1]);
				PlayerTextDrawHide(i,Count_TXD[i][2]);
				PlayerTextDrawHide(i,Count_TXD[i][3]);
				TogglePlayerControllable(i, true);
				PlayerTextDrawShow(i,TDM_TXD[i][0]);
				PlayerTextDrawShow(i,TDM_TXD[i][1]);
				PlayerTextDrawShow(i,TDM_TXD[i][2]);
				PlayerTextDrawShow(i,TDM_TXD[i][3]);
				PlayerTextDrawShow(i,TDM_TXD[i][4]);
				}
			}
			countd=15;
			KillTimer(cd_timer);
		}
		else if(countd<6 && countd>-1)
		{
			if(countd==5) SpawnTDMPlayers();
			for(new i=0;i<=MAX_PLAYERS;i++)
			{
				if(IsPlayerInEvent(i))
				{
					TogglePlayerControllable(i, false);
					new str[129];
					format(str,129,"%d seconds",countd);
					PlayerTextDrawShow(i,Count_TXD[i][0]);
					PlayerTextDrawShow(i,Count_TXD[i][1]);
					PlayerTextDrawShow(i,Count_TXD[i][2]);
					PlayerTextDrawShow(i,Count_TXD[i][3]);
					PlayerTextDrawSetString(i, Count_TXD[i][1],str);
					new Float:x,Float:y,Float:z;
					GetPlayerPos(i,x,y,z);
					PlayerPlaySound(i,1054, x,y,z);
				}
			}
			
			
		}
		
	}
	else if(event_type==DM)
	{
		if(countd==0)
		{
			for(new i=0;i<=MAX_PLAYERS;i++)
			{
				if(IsPlayerInEvent(i))
				{
				new str[129];
				format(str,129,"%d",totalp_event);
				PlayerTextDrawSetString(i, TP_TXD[i][2],str);
				PlayerTextDrawHide(i,Count_TXD[i][0]);
				PlayerTextDrawHide(i,Count_TXD[i][1]);
				PlayerTextDrawHide(i,Count_TXD[i][2]);
				PlayerTextDrawHide(i,Count_TXD[i][3]);
				PlayerTextDrawShow(i,TP_TXD[i][0]);
				PlayerTextDrawShow(i,TP_TXD[i][1]);
				PlayerTextDrawShow(i,TP_TXD[i][2]);
				TogglePlayerControllable(i, true);
				SetTimer("update_DM",1000,0);
				}
			}
			countd=15;
			KillTimer(cd_timer);
		}	
		else if(countd<6 && countd>-1)
			{
				for(new i=0;i<=MAX_PLAYERS;i++)
				{
					if(IsPlayerInEvent(i))
					{
						TogglePlayerControllable(i, false);
						new str[129];
						format(str,129,"%d seconds",countd);
						PlayerTextDrawSetString(i, Count_TXD[i][1],str);
						PlayerTextDrawShow(i,Count_TXD[i][0]);
						PlayerTextDrawShow(i,Count_TXD[i][1]);
						PlayerTextDrawShow(i,Count_TXD[i][2]);
						PlayerTextDrawShow(i,Count_TXD[i][3]);
						new Float:x,Float:y,Float:z;
						GetPlayerPos(i,x,y,z);
						PlayerPlaySound(i,1054, x,y,z);
					}
				}
				
			}
	
	}
	else if(event_type==DERBY)
	{
		if(countd==0)
		{
			for(new i=0;i<=MAX_PLAYERS;i++)
			{
				if(IsPlayerInEvent(i))
				{
				new str[129];
				format(str,129,"%d",totalp_event);
				PlayerTextDrawSetString(i, TP_TXD[i][2],str);
				PlayerTextDrawHide(i,Count_TXD[i][0]);
				PlayerTextDrawHide(i,Count_TXD[i][1]);
				PlayerTextDrawHide(i,Count_TXD[i][2]);
				PlayerTextDrawHide(i,Count_TXD[i][3]);
				PlayerTextDrawShow(i,TP_TXD[i][0]);
				PlayerTextDrawShow(i,TP_TXD[i][1]);
				PlayerTextDrawShow(i,TP_TXD[i][2]);
				TogglePlayerControllable(i, true);
				SetTimer("update_TP",1000,0);
				}
			}
			countd=15;
			KillTimer(cd_timer);
		}	
		else if(countd<6 && countd>-1)
			{
				for(new i=0;i<=MAX_PLAYERS;i++)
				{
					if(IsPlayerInEvent(i))
					{
						TogglePlayerControllable(i, false);
						new str[129];
						format(str,129,"%d seconds",countd);
						PlayerTextDrawSetString(i, Count_TXD[i][1],str);
						PlayerTextDrawShow(i,Count_TXD[i][0]);
						PlayerTextDrawShow(i,Count_TXD[i][1]);
						PlayerTextDrawShow(i,Count_TXD[i][2]);
						PlayerTextDrawShow(i,Count_TXD[i][3]);
						new Float:x,Float:y,Float:z;
						GetPlayerPos(i,x,y,z);
						PlayerPlaySound(i,1054, x,y,z);
					}
				}
				
			}
	
	}

}
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