You can also use that to make timed animations with the use of counters.
as an example: I started with a corridor with torches that are off. and I want them to turn on in sequence when the player passes the gate>
once the player crosses the area object, it triggers the enabling of the timer trigger (which started with its "enabled" box unchecked) the Timer Trigger goes off 4 times, once every 1000 milliseconds (yes the timer is in milliseconds)
the timer is connected to 4 counter scripts. each counter script is set to a different number biased on the order I want them to "become true". The way counters work is, they keep track of how many times they are triggered by something (anything) but wont play the linked script until a minimum number of times triggered ("count") is met. after that point it will trigger they next script every time itself is triggered. So if you don't want the things the counter is linked to to happen more then once after the minimum is met, you need to set the "trigger times" to the same number as the desired "count".
in this image the counters are linked to: The destruction of the original lamp_off objects, spawning of lamp objects, playing of lamp sound.