# Wait

Grammar — Wait t timeType|Real/Game/AI Time seconds
FlagsNative | Action

Pauses a trigger for a specified amount of time. Real time is normal time. Game time can pass faster or slower depending on the game speed. AI time passes at the same rate as game time, but can be paused or unpaused while real time and game time are still running. It is useful to pause the AI time while a player is watching a cinematic, so timed attack waves will wait until the player is finished with the cinematic before resuming their countdowns.

# Arguments

  • fixed — Time
  • int [ preset::TimeType ] — Time Type

Returns — void

native void Wait(fixed inSecs, int inTimeType);

Category: General / Waits

# Examples

# campaigns/liberty.sc2campaign

MapScript.galaxy

// L530
Wait(3.0, c_timeGame)
// L540
Wait(3.0, c_timeGame)
// L550
Wait(3.0, c_timeGame)
// L584
Wait(0.5, c_timeGame)
// L589
Wait(1.0, c_timeGame)
// L818
Wait(0.5, c_timeGame)
// L827
Wait(130.0, c_timeGame)
// L833
Wait(0.7, c_timeGame)
// L837
Wait(0.3, c_timeGame)
// L845
Wait(0.7, c_timeGame)
// L209
Wait(3.0, c_timeGame)
// L407
Wait(3.0, c_timeGame)
// L1032
Wait(0.5, c_timeGame)
// L1049
Wait(1.0, c_timeGame)
// L1060
Wait(0.5, c_timeGame)
// L1062
Wait(2.0, c_timeGame)
// L1069
Wait(1.0, c_timeGame)
// L1080
Wait(0.5, c_timeGame)
// L1082
Wait(2.0, c_timeGame)
// L1089
Wait(1.0, c_timeGame)
// L162
Wait(8.0, c_timeGame)
// L200
Wait(0.5, c_timeGame)
// L219
Wait(0.5, c_timeGame)
// L603
Wait(3.0, c_timeGame)
// L613
Wait(3.0, c_timeGame)
// L623
Wait(3.0, c_timeGame)
// L653
Wait(0.5, c_timeGame)
// L661
Wait(1.0, c_timeReal)
// L891
Wait(0.5, c_timeGame)
// L896
Wait(4.0, c_timeGame)
// L442
Wait(3.0, c_timeGame)
// L514
Wait(0.5, c_timeGame)
// L523
Wait(1.0, c_timeGame)
// L542
Wait(2.0, c_timeGame)
// L545
Wait(10.0, c_timeGame)
// L627
Wait(0.1, c_timeGame)
// L719
Wait(190.0, c_timeGame)
// L722
Wait(10.0, c_timeGame)
// L725
Wait(140.0, c_timeGame)
// L732
Wait(120.0, c_timeGame)
// L496
Wait(0.25, c_timeGame)
// L500
Wait(0.25, c_timeGame)
// L542
Wait(7.0, c_timeGame)
// L565
Wait(51.0, c_timeGame)
// L569
Wait(27.0, c_timeGame)
// L573
Wait(16.0, c_timeGame)
// L577
Wait(41.0, c_timeGame)
// L636
Wait(2.0, c_timeGame)
// L752
Wait(0.25, c_timeGame)
// L756
Wait(0.25, c_timeGame)
// L199
Wait(3.0, c_timeGame)
// L292
Wait(0.0625, c_timeGame)
// L371
Wait(3.0, c_timeGame)
// L982
Wait(0.5, c_timeGame)
// L999
Wait(1.0, c_timeGame)
// L1010
Wait(0.5, c_timeGame)
// L1012
Wait(2.0, c_timeGame)
// L1019
Wait(1.0, c_timeGame)
// L1031
Wait(0.5, c_timeGame)
// L1033
Wait(2.0, c_timeGame)
// L524
Wait(3.0, c_timeGame)
// L534
Wait(3.0, c_timeGame)
// L544
Wait(3.0, c_timeGame)
// L575
Wait(0.5, c_timeGame)
// L581
Wait(1.0, c_timeGame)
// L804
Wait(0.5, c_timeGame)
// L814
Wait(190.0, c_timeGame)
// L820
Wait(0.7, c_timeGame)
// L824
Wait(0.3, c_timeGame)
// L832
Wait(0.7, c_timeGame)
// L204
Wait(3.0, c_timeGame)
// L417
Wait(3.0, c_timeGame)
// L1052
Wait(0.5, c_timeGame)
// L1067
Wait(1.0, c_timeGame)
// L1078
Wait(0.5, c_timeGame)
// L1080
Wait(2.0, c_timeGame)
// L1087
Wait(1.0, c_timeGame)
// L1098
Wait(0.5, c_timeGame)
// L1100
Wait(2.0, c_timeGame)
// L1107
Wait(1.0, c_timeGame)
// L521
Wait(3.0, c_timeGame)
// L531
Wait(3.0, c_timeGame)
// L541
Wait(3.0, c_timeGame)
// L572
Wait(0.5, c_timeGame)
// L577
Wait(1.0, c_timeGame)
// L787
Wait(0.5, c_timeGame)
// L795
Wait(280.0, c_timeGame)
// L801
Wait(0.7, c_timeGame)
// L805
Wait(0.3, c_timeGame)
// L813
Wait(0.7, c_timeGame)
// L599
Wait(0.5, c_timeGame)
// L637
Wait(2.0, c_timeGame)
// L655
Wait(2.0, c_timeGame)
// L662
Wait(0.0125, c_timeGame)
// L746
Wait(2.0, c_timeGame)
// L789
Wait(0.25, c_timeGame)
// L823
Wait(0.5, c_timeGame)
// L848
Wait(0.5, c_timeGame)
// L850
Wait(0.5, c_timeGame)
// L870
Wait(7.0, c_timeGame)