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#2096
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Ment
Copy the contents of loose3 into the body of loose2, without replacing, between the two "end" statements.
Delete loose3 and its associated trigger. And see what happens.

Thank you, it helped!) At first, nothing changed... Apparently, because I had another NEW_DAY_TRIGGER. When I inserted it there, everything started working; when the required day is reached, a defeat is issued, but now there is another problem; I don't understand how to reset all this when the task is completed... After all, there is only one trigger, but there are 2 functions. If I reset the trigger when the first task is completed, then along with the contents of loose2, loose3 will also be reset, and the second task will remain without time restrictions... In general, it's all strange; why do two NEW_DAY_TRIGGERs conflict at all? On the developer maps, there are many of these triggers, and everything works fine... And I also looked at the scripts in the second mission for Eliah (there were time limits for capturing garrisons); strangely, there were no scripts for defeat when the required date is reached... How did the developers achieve this without scripts? In general, I apologize for the inconvenience; I guess I'm not ready to work with such scripts yet.

Added 5 minutes later
Jack_of_shadows
And the trigger is reset incorrectly; it should be:
Trigger(NEW_DAY_TRIGGER, nil);
The first parameter is the condition, in this case, "new day";
The second parameter is the function that is executed according to the condition. It is this function that needs to be reset when the trigger is turned off.

Really? I saw on the developer maps that they also specified the function name when resetting... And everything worked for me as long as there was only one trigger. Well, I'll try it the way you said