Okay, I notice that you have: App.TopWindow_GetTopWindow().AddPythonFuncHandlerForInstance(App.ET_INPUT_PLAYER_SELF_DESTRUCT, __name__ + ".MySelfDestruct") Hopefully that's one line in your script, and it was just when it became an email that it inserted the enter there. Now, move that down a few lines - right before the "# Debugging ONLY" line. Basically, you put your lines of code in the middle of a list, which, unfortunately, is the one spot in that function that won't work for you. Also, you had this: def FinallyDie(): pPlayer = MissionLib.GetPlayer() if not (pPlayer): return pPlayer.DestroySystem(pPlayer.GetHull()) Make sure that the code reads "if not (pPlayer):" rather than "f not(pPlayer):", "return" rather than "eturn", and "pPlayer.DestroySystem" rather than "Player.DestroySystem" In your message, I got this: # Create a timer - it's a thing that will wait for a given time, then do something That should be a single line in your script - again, don't know if that was something that happened in the email or not. Sure.. as I said in my post to the message boards, this mod is somewhat complex - not difficult, just involved. I haven't tested it, either, since I actually don't have BC installed right now, but if it doesn't work, drop me another note and I'll re-install/fix the script. Now, a good rule of thumb for any modding is to be sure to make a backup copy of the files you're planning on changing, that way if something goes wrong, you can always restore your backup and still have a playable game. Okay, first, open up Scripts/BridgeHandlers.py, and go to the def Initialize() function. At the end of the function, add the following: App.TopWindow_GetTopWindow().AddPythonFuncHandlerForInstance(App.ET_INPUT_PLAYER_SELF_DESTRUCT, __name__ + ".MySelfDestruct") (be sure to keep the tab, since Python is tab-based. If your tabs don't line up, the script will fail to load, and the game won't work. And it has to be tabs, not spaces). Next, let's go down to the end of the file, and add this: g_iCountdown = -1 def MySelfDestruct(pObject, pEvent): if (g_iCountdown == -1): # We are starting our countdown.. g_iCountdown = 11 else if (g_iCountdown == 0): # We're dead! FinallyDie() return g_iCountdown = g_iCountdown - 1 # Create an event - it's a thing that will call this function pTimerEvent = App.TGEvent_Create() pTimerEvent.SetEventType(App.ET_INPUT_PLAYER_SELF_DESTRUCT) pTimerEvent.SetDestination(App.TopWindow_GetTopWindow()) # Create a timer - it's a thing that will wait for a given time,then do something pTimer = App.TGTimer_Create() pTimer.SetTimerStart(App.g_kUtopiaModule.GetGameTime() + 1.0) pTimer.SetDelay(0) pTimer.SetDuration(0) pTimer.SetEvent(pTimerEvent) App.g_kTimerManager.AddTimer(pTimer) # And finally, call out the line.. pCharacter = App.CharacterClass_Cast(App.g_kSetManager.GetSet("bridge").GetObject("XO")) if (pCharacter): pCharacter.SpeakLine(pCharacter.GetDatabase(),"SelfDestruct" + str(g_iCountdown)) def FinallyDie(): pPlayer = MissionLib.GetPlayer() if not (pPlayer): return pPlayer.DestroySystem(pPlayer.GetHull()) Now, I can't remember if Saffi's TGL has "SelfDestruct10" through "SelfDestruct0" in it or not.. if not, you'll have to add them to the .DOC and then export the TGL. It's not too hard, and instructions are included with the SDK.