This script functions as expected on windows.
I don't have access for the moment to a director on mac for debugging and of course things are not working as expected

Here's the script

property SpriteNum, myTimer, screen1,OrigText


on beginSprite me
 OrigText = member ("line1").text
 spritesToDimList = ["button_continue","button_stop"]
 repeat with i in spritesToDimList
   sendSprite(i,#dim)
 end repeat
 if(checkResolution(me)) then
   myTimer = timeout().new("GoOn",2000,#GoOn,sprite(SpriteNum))
   if(not(VoidP(myTimer))) then
     alert("timer exist")
   end if
 else
   myTimer = timeout().new("StopIt",2000,#StopIt,sprite(SpriteNum))
 end if
end



on checkResolution me
 screen1 = the desktoprectlist[1]
 if(screen1.right >= 1024) then
   return TRUE
 else
   return FALSE
 end if
end

on GoOn me
 alert("called")
 myTimer.forget()
aText = OrigText & return & member("line2").text && string(screen1.Right) && "*" && string(screen1.bottom) & return
 member ("line1").text = aText
 updatestage
 aText = aText & member("line3_correct").text
 member ("line1").text = aText
 sendSprite("button_continue",#UnDim)

end

on StopIT me
 myTimer.forget()
aText = OrigText & return & member("line2").text && string(screen1.Right) && "*" && string(screen1.bottom) & return
 member ("line1").text = aText
 updatestage
 aText = aText & member("line3_wrong").text
 member ("line1").text = aText
 sendSprite("button_stop",#UnDim)

end


on EndSprite me
 if(ObjectP(myTimer)) then
   myTimer.forget()
 end if
 member ("line1").text = OrigText
end


--

As I said it works as expected on win, on mac I get the alert timer exists and then nothing happens. Any clues before sunrise are very welcome.

TIA

Bart






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