it automatically only happens for the triggering player, the player who entered the zone unless you use a relay (all players) to make all players die
also, as for @speedy_kd4 you need either a repeater clock or trigger clock to increment the counter, it cant start a countdown all on its own.
Trigger Loop Explanation:
to add on this,
also, you dont need to deactivate the counter, you just need to deactivate the zone
basically
(Zone) Player Enters Zone —> (Trigger 1) Trigger
(^ Starting the Trigger Loop)
(Trigger 1) Triggered —> (Trigger 2) Trigger
[spoiler] (^ Starting the second Trigger in the loop) /spoiler]
(Trigger 2) Triggered —> (Trigger 1) Trigger
(^ Making sure the loop doesn’t stop by connecting the second trigger to retrigger the first one)
(Trigger 1) Triggered —> (Counter) Increment Counter
(Trigger 2) Triggered —> (Counter) Increment Counter
(^ Set a Target for the Counter for how long you want it to run.
ex. both trigger delay = 1, make counter target 300 for 300 seconds)
(Counter) Target Value Reached —> (Checker) Run Check
(Checker) Check Passes —> (Zone 1) Deactivate Zone
(Checker) Check Passes —> (Zone 2) Activate Zone
(^ checking if the player has the item, deactivating the previous zone and activating the next)
(if the check passes, of course)
if you want an event to occur when the player didn’t reach it in time
(Checker) Check Fails —> (Device) Run Action