The Wait X Seconds function seems like an innocent little function, nice for spacing out actions while keeping them neat in the same trigger... Right? But beware! This little function can fuck you up in a fashion that will make you pray for lubricant. This little fucker is bad. Wait X Seconds is bad because it's real-time seconds. So imagine this Trigger starts... Action - Wait 50 seconds Someone begins lagging, and for 45 seconds the game is paused before he/she drops. Now there's only 5 seconds until the timer expires, even though the game has been frozen since it started. So that really sucks. If someone pauses the game, or someone has a lag spike, or if you're in Single Player and check the Quest log or anything... This greedy little piece of shit keeps ticking down. Wait Function don't give a shit what you're doing with your life, that sly minx ticks on down like a workaholic nuclear clock on crack. If you feel the need to put in a wait function, at least use "Wait (game-time) seconds" function instead, as it stops whenever the game stops. But wait... there's more! That's only one of the problems with using the "Wait function". There are also other issues; notably that several event response variables becomed nulled/overwritten when a wait is used. A unit is damaged Action - Wait 5 seconds/game-time-seconds Heal Damaged-Unit for <Amount of damage done> Deal <Amount of Damage Done> to Damaging-Unit A simple little damage-reflect system? Right? Right?!? WRONG. GetTriggeringUnit is the only function which continues to persist after a wait function. Damaging Unit, Leaving Unit, Dying Unit, etc. etc. These event response functions all vanish like 5 minutes of Watergate recording sessions if you do a Wait Function. But this little piece of dung doesn't even Wait properly. You hear that? Your name; your entire being and function is a freaking failiure. First off; Wait functions are only accurate down to about 0.27 or 0.28 seconds. Something like "Wait 0.05" seconds, which you might use for a fluid-looking movement loop, simply won't work, and it'll perform at no more often than 0.28 second intervals. Statistic tests by players have also shown that Wait is innacurate. Anywhere between 10-30% off. So "Wait 0.500 seconds" could go to "Wait 0.600 seconds, because fuck you and this function" - even in Singleplayer! So it's not even ping lag. Piece of shit.