Introduction: What is a sequential timer system? It's a system that triggers subsequent timers in order. The complex part was getting the loop-capability. In layman's terms, what it does is take the delays of two timers and adds them together. This means you can add a 30 second timer with a 15 second timer to get a 45 second timer. Loop-Capability: Loop-capability is simply the ability for the system to be re-used. Ordinarily, connecting two timers together is a pretty simple task. The problem comes from resetting the system. What the loop-capability system does it recycle the system every time a timer triggers, allowing it to be reused. The Video: What I've done is hook up the system to a static timer system. As you can see, the Beam Rifle spawns every 15 seconds. However, if I wanted, it'd be easy to change it to a 45 second timer, a 92 second timer, or just about anything between 2 and 510. (The two bottom timers control the delay) Now, you can live out your fantasy of having a static 33-second Rocket Launchers alongside 13-second Battle Rifles.
Haven't had a chance to watch the video yet (no audio on work pc), but I'm not sure exactly what you mean here by a "sequential timer" system. Is it different to how I've extended timers as part of the static weapon timers thread - where basically you add the delay of two timers together to get a longer delay? How is this different? My method already allows you to have a 33-second rocket launcher spawn alongside a 13-second Battle Rifle; you just create two static weapon timers (one at 13 and the other at 33), using a grand total of 5 Timers - which is less than the 7 I see in your video. Also, again just glancing at your video here without audio, you seem to be using all "Once" style Timers. If you try to create looping behaviour with this method then they will start to go out of sync with the game's clock, because it will take a small amount of time for the loop to "reset" when you do it manually like that - whereas if you use a proper looping timer (the ones that don't say "Once" on the end) then you will get a consistent looping delay that doesn't go out of sync - that's why I created the Static Weapon timers using those kinds of Timers.
And I fully agree that your system is better for looping. This isn't completely accurate, and really, it isn't supposed to be, at least not yet It wasn't meant to loop back with itself, I just set it up that way to make the example work. This is for doing things like making buttons that activate something for substantial amounts of time before deactivating and being able to activate it again. Right now, I'm searching for methods of optimizing it.