> Put 'On Timer' as it's own top-level event, not as a sub-event
Ok, I did that but still no joy. This is what I have now:
There are no other events impacting these two, they could effectively run on their own.
I'm wondering if because it's not a sub-event of the collision condition, it now doesn't know which tree to deduct from? If so, how would I re-link it?
To link the tree and the character you can use UIDs.
Give the character a variable called TreeUID
Then, when the character collides with the tree set TreeUID to res_Tree.UID
When the character's timer goes off use Pick Tree By UID: character.TreeUID to pick the correct tree
However, I can anticipate there being a different problem if the character's collision box changes during it's animation. It may repeatedly collide with the res_tree as it's frame changes. Try opening the game in debug mode so you can get a better look at what the timer is doing