Stop Countdown Timer

in that case you could create a timer table with properties to help you manage them

timersList= {} timersList[1].alive = true; timersList[1].currentCount = 180 -- where to start counting down from when dead timersList[1].timerHandle = nil; timersList[2].alive = true; timersList[2].currentCount = 180 -- where to start counting down from when dead timersList[2].timerHandle = nil; etc... local function RemoveUsersLife() ---- not exact but something like this local function RestoreUsersLife( event ) print( "listener called" ) int\_UsersLives = int\_UsersLives + 1 timersList[int\_UsersLives].alive = true; end int\_UsersLives = int\_UsersLives -1 -- remove one of the users lives if UsersLives \< 1 then CallGameOverLogic(); else ---Start Timer to restore users life timersList[int\_UsersLives+1].timerHandle = timer.performWithDelay( 180000, RestoreUsersLife) -- 1000 milliseconds = 1 second (180,000 = 3 min) I think timersList[int\_UsersLives+1].alive = false; end end local updateUserLifeCounter= function( event ) --The enter frame event fires for every frame you can modify the counter text here -- checking each item in the table for x = 1, #timersList do &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if timersList[x].active == false then timersList[x].currentCount = timersList[x].currentCount -1 end &nbsp;&nbsp;&nbsp;&nbsp;end end Runtime:addEventListener( "enterFrame", updateUserLifeCounter) I think you get the idea based on the code above, at least its a start. Hope this helps and instead of confuses you :)

Larry

WOW!  Thanks - I will give that a try tonight.   :slight_smile:

Issue Resolved.  Thank you for all the input!