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The game is not optimized for having tons of timers running and being triggered at tick rate. It never will be.
not second
What I've done:
Named the timers "Firing Stage 1 Adv" (no quotes), "Firing Stage 2 Adv" etc.
They all chain to each other - this was tested without the script and works.
They all have a time of 60 (1 second).
I've recompiled the script after naming each timer.
I triggered "Firing Stage 1 Adv" (result below).
I stopped all timers, and started (didn't trigger) "Firing Stage 1 Adv" (same result).
I set the delay of each item to one second and triggered the timer again (see second result below)
When I execute the first timer (using Trigger Now, though the others are just linked with Start) and the timers are configured to chain with sixty-second intervals (before the script's intervention), the timers execute with a sixty-second delay, as opposed to a one-second delay.
When I repeat with a one-second timer, the sequence executes as normal.
Glad to hear it!
Also, if an updade broke this script, you would fix it, right?