1. Is there a way to do this easier to do something like this? Like a timer that just gets faster and faster, or is this the only way to do it.
    Code:
            private void plantBomb(Vector3 plantPos)
            {
                timer.Once(0.1f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(1f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Repeat(1f, 6, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(6.6f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.1f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.4f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.6f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.8f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.9f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(7.95f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(8f, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos));
                timer.Once(8.05f, () =>
                {
                   
                    timer.Repeat(0.2f, 4, () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.updated.prefab", plantPos));
                   
                                timer.Once(0.8f, () =>
                {
    -explosion mess-
            });
        });
            }
     
  2. Not sure if this actually works considering I haven't really looked into timers too much:
    Code:
    private void plantBomb(Vector3 plantPos, float[] intervals)
    {
        System.Action action = () => Effect.server.Run("assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", plantPos);    foreach (float f in intervals)
        {
            timer.Once(f, action);
        }
    }
    The idea is that you pass in a float array with all the intervals between each action. Of course, this could be made more sophisticated.
     
  3. What if you would write a for loop with a variable
    And running a timer ON tick which uses that variable ?
    I Cannot think of a immediate solution but maybe you can find a solution without that timer becoming faster