Thank you for the reply, Kyle.
However, that isn't exactly what I want to happen.
Here's a better description of the problem:
A grunt walks into an area (or a grunt walks into a bar, whichever you prefer
)
This area causes it to fade to smoke, thereby setting it inactive, but only if the grunt is present at 1.5 second intervals. If the grunt leaves the area before that 1.5 seconds has ended, nothing happens (which is what I want).
However, since I have to have a collide function that does not remove itself on one use, if the grunt IS in the area, and fades to smoke, it will continue to play the smoke animation every 1.5 seconds, even though the grunt is technically inactive. I have tried setting the integer which tells the script if the grunt is in the area to 0 immediately after fading the grunt to smoke, but it doesn't work.
So, the reason I want the grunt to move is because even though it is not active, the other scripts still act as though it is. I want to add a timer which calls a push function for the grunt, so that if he is in the area at a 1.5 second interval, he will be knocked out of the area and THEN faded to smoke.
I am not sure if this is possible, however, as I have used all of the impulse and force functions with values of 9 million, and no luck.