If setting a timeout / countdown on the trigger doesn't work, you could try making a small script that handled the damage.
Put this in the Activation field of the trigger:
Code:
[this] execVM "damage.sqf";
Next, we'll create a small script that'll handle the damage.
Let's call it damage.sqf, and put the following code in:
Code:
While {(player in thisList)} do {
sleep (1 + random(9));
{_x setDamage 1} forEach thisList;
};
Now, when the trigger is activated, it will execute the script 'damage.sqf'. 'damage.sqf' contains a loop which will run ~100 times per second. What it'll do is what it says on the tin.
- While the Player is inside the trigger, do:
- Wait for 1 second (plus a random of addition of up to 9 seconds)
- Kill all players still in the list
Because the script is in a loop, if the condition of the loop is ever broken, it will end the loop and immediately go to the end. This means that if the player moves away from the trigger, the loop will stop running and therefore NOT kill the player.
Should work anyway. Not tested because I am lazy.

