Okay, first in your collision script where you have CreateTimer, use this.
- Code: Select all
CreateTimer("Collide Actor", "test", 1000);
Two changes, one is that you are specifying Collide Actor, which means the wall you are colliding with. The second is that you had 10000 ms, instead of 1000, which means you'd have had to wait for 10 seconds.
Next in the wall's timer event, set it to destroy Event Actor, not wall. If you set it to wall, it could destroy all walls, not just the one you collided with (though in this example there is only one wall).