maybe this works without a timer:
in the interaction which starts the animation:
if (start_final_animation == 1)
{
SetObjectView(0,10);
AnimateObject(0,1,10,0);
}
in repeatedly_execute:
if ((start_final_animation == 1) && (IsObjectAnimating (0) == 0))
{
Display("Game Over");
QuitGame(0);
}
in object interaction to stop timer:
start_final_animation = 0;
SetObjectView (0, NORMAL_VIEW);
in the interaction which starts the animation:
if (start_final_animation == 1)
{
SetObjectView(0,10);
AnimateObject(0,1,10,0);
}
in repeatedly_execute:
if ((start_final_animation == 1) && (IsObjectAnimating (0) == 0))
{
Display("Game Over");
QuitGame(0);
}
in object interaction to stop timer:
start_final_animation = 0;
SetObjectView (0, NORMAL_VIEW);