Hallo,
der Titel sagt bereits alles. Der Timer wird trotz KillTimer nicht gekillt und ich hab nicht die leiseste Ahnung wieso. Da ich das ganze immer alleine gestetet habe, beziehe ich mich auf die letzte if-Abfrage, also ob a kleiner gleich 0 ist. Wenns da aber schon fehlschlägt, dann wohl in der ganzen Funktion.
//Globale Variable
new Downstate_Timer[MAX_PLAYERS];
//Unter OnPlayerSpawn
Downstate_Timer[playerid] = SetTimerEx("DownstateTimer", 250, true, "i", playerid);
//Timer Funktion
forward DownstateTimer(playerid);
public DownstateTimer(playerid)
{
	Downstate_Counter[playerid]++;
	if(Downstate_Counter[playerid] == 4)
	{
		Downstate_Counter[playerid] = 0;
		new Float:a;
		GetPlayerArmour(playerid, a);
		if(0.0 < a < 100.0)
		{
			SetPlayerArmour(playerid, a - 1.0);
		}
		if(a == 100.0)
		{
			KillTimer(Downstate_Timer[playerid]);
			Condition[playerid] = CONDITION_ALIVE;
			Downstate_Counter[playerid] = 0;
			ClearAnimations(playerid);
			SetPlayerHealth(playerid, 30);
			SetPlayerArmour(playerid, 0);
			//TO DO: Hide all textdraws from the downstate
		}
		if(a <= 0.0)
		{
			KillTimer(Downstate_Timer[playerid]);
			Condition[playerid] = CONDITION_DEAD;
			Downstate_Counter[playerid] = 0;
			ApplyAnimation(playerid, "CRACK", "crckdeth1", 4.1, false, true, true, true, 24*60000, true);
			//TO DO: Offer Respawn Hotkey
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][0]); //Downstate
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][1]); //WeaponCoverBox
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][2]); //Infobox
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][3]); //HealthCoverBox
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][4]); //Indicator arrow
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][5]); //Stop the bleeding
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][6]); //Cry for help
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][7]); //Last strength
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][8]); //Medicine
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][9]); //Up and down arrow of main circle
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][10]); //Left and right arrow of main circle
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][11]); //Medicine drop down menu
			PlayerTextDrawHide(playerid, TD_Downstate[playerid][12]); //Close box info
			//TO DO: Hide downstate action textdraws and infobox (when respawned, hide all downstate textdraws)
		}
	}
	return 1;
}
 
		 
		
		
	