No problem! First of all, I found the answer to your second question:
Another question again related to my confusion with abilities. I'd like you all to think back to when the British Advanced Emplacements Commander was first introduced. Back then if one was to turn on the counter battery ability it would remain on unless you turned it off. So ability_bag / activation = toggle. BUT if you did disengage the ability for counter battery then there would be a cool-down before you could toggle it on once more. Again, how? I can't quite figure this out.
The variable you need to use for this is "toggled_recharge_time_off" in the ability_bag.
The problem with using an always_on type is that it seems impossible to place the ability into a buildings UI in that mode. I need to be able to have the visual cue there in the building of how long is left in the recharge time.
Another problem is with interval_action. Using this will override the visual cool-down effect on the UI.
I'm pretty sure to maintain the UI effects needed here it needs to stay on type = timed. I had been browsing through the action_list to see if there's something that resembles auto triggering but nothing is jumping out at me.
It might not be possible to achieve exactly what you want with the Attribute Editor. A somewhat cheap workaround I can think of right now would be making a "dummy" toggle ability to show an icon, as used for passive commander abilities, and making another ability containing three actions:
1. reinforcements_action: Used to call in one KV-1 right at the beginning of the match.
2. delay_action containing a copy of that reinforcements_action with a five minute timer and "progress_bar" set to True: For the second KV-1 after five minutes.
3. interval_action calling a copy of that delay_action every five minutes: For another KV-1 every five minutes after that.
You could give this ability to the HQ, for example, to have the tanks move there.
A more elegant solution might be possible with SCAR, but I can't help you with that. Sorry!