Yeah, all timers are "hidden" unless you specifically script something to happen while the timer's running.
Assuming you just want to set a timer and have it count down to a game event, then
will set Timer No. 1 to 80 game loops, i.e. 2 seconds. You want to set this at the point in the script where you want the timer to start counting down.
Then, in RepEx, you control what happens when the timer reaches 0. This is so that the game is checking every loop to see if there's any time left.
if (IsTimerExpired(1)) //This continually checks whether or not Timer No. 1 has expired and returns the below if it has.
{
//Whatever you want to happen
}