Ill have a look at it tonight.. but yeah take a look at the stratos objects.con
you will see almost 20 thousand (rofl.. i never really counted them before now) lines of code per car which basically make the clock work.. Once I figured out how to do it I used excel to spit out the final code used in the car
each line of code basically displays a different 'damage effect' as the car loses health. (I have setup these cars to always be losing health.. but they start with a HUGE amount.. so the clock is not affected by actual real damage like collisions etc)
each line displays a 3d mesh which is a number in the various positions on the clock... so... to have this more like a countdown timer.. the code can stay the same but the number displayed each second needs to be reversed.. so it counts down. and of course the 'starting time' needs to be something a little bit more than a fast map completion time.
Like I said, ill take a look.. but its worth a look to anyone interested because there is probably a lot of potential used to this technique which you should get your head around!