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May 13th 2009, 01:28 PM
spike.gif
Here's how I would imagine it: Wait(4) pauses the script for 4 thousands of a second and then gets back to it. Four wait(1)s pauses the script for a thousandth, gets back to it, pauses the script for a thousandth, gets back to it, pauses the script for a thousandth, gets back to it, pauses the script for a thousandth, gets back to it. Having lots of waits might show in the game's performance, similar to how loops with a very short amount of wait can slow the game down considerably (on a crappy machine, like my laptop).

The problem might be with some kind of internal timer, like with the shadow brain. If you kill the sprite the shadow is attached to, it takes a while before the shadow dies.