Here's the code that invokes the timer:
Ask ("Are you sure you don't want to use the scooter? Its a beautiful day. (Yes/No)") {
DisableTurnScript (School Starts)
EnableTimer (timer1)
msg ("And off we go. We'll be there in a few minutes. HONK! HONK!")
TextFX_Typewriter ("Individual! There is a loooot of traffic this morning!", 200)
}
Here's the timer code:
msg ("-- Timer script starts here --")
MoveObject (player, school waiting)
DecrementTime (12)
EnableTurnScript (School Starts)
Don't be alarmed by the "DecrementTime" function -- it doesn't do anything with timing -- it decrements my own variable/attribute in game (game.timeleft).
I thought the TextFX_Typewriter might be the culprit, but commenting it out doesn't help either.
The whole reason for this timer is to try to prevent a final report from being printed at the bottom of the screen until AFTER TextFX is finished. I've also tried putting the timer script inside a
SetTimeout (21) {script} command, but Quest ignored the timer and executed the code immediately.
Thanks!
Mark
Edit: Forgot to mention, this the Windows 5.4.1 version.