Yeah, that’s one though script indeed. But you are told how to use it, so…
Anyway, here’s a little explanation, and if I’m wrong, Supra can come here and quick my ass…
In the main timeline :
MovieClip.prototype.pause = function(l){
        stop();
        attachMovie("timer","timer1",76);
        timer1.init = getTimer();
        timer1.l = l;
}
He likes that prototype thing… Supra, I mean. Very disconcerting when you’ve never seen anything like that. Anyway, what it means is : a movie clip can call that function, with an argument * l* which is the pause.
The movie stops.
You put an instance of the movie clip * timer*, aka * pause* and you name it * timer1*, on level 76 (not so important).
Tou initialize the value * init* and * l* INSIDE THIS CLIP you’ve just created.
YOU HAVE TO UNDERSTAND THAT THIS CODE DOESN’T MAKE THE PAUSE. WHAT DOES IS THE CODE INSIDE THE CLIP * PAUSE. THIS CODING IS JUST A WAY TO MAKE THE CLIP EASILY REUSABLE, THAT’S ALL*
In the clip “pause” :
onClipEvent(enterFrame){
        time = getTimer()-_parent.init;
        if((getTimer()-_parent.init)/1000>_parent.l){
                _parent._parent.play();
                _parent.removeMovieClip();
        }
}
Now, what do we have ? The part :
timer1.init = getTimer();
made the clip * timer1* get the time (getTimer ()) when it is launched. Here, the line :
time = getTimer()-_parent.init;
gets the number of milliseconds that have passed since the init. If this time/1000 (to turn it into seconds) is superior to the time span of the pause * _parent.l*, you tell the movie to play, and you remove the pause clip.
All those * _parent.parent* things are a little bit difficult to grasp, but draw your situation on a sheet of paper, and it all becomes clear (hum…).
I hope you understand it better now.
pom 0]