No I know it doesn't, but from what I've understood a GUI wait less than .27 seconds still count as .27 seconds. It would be easy to find out probably, simply by making a trigger that loops an "Set integer +1 and wait .01 seconds" for 60 seconds and see if the result is 6000. Very well.
And for those wondering what the trigger does, it's basically a bullet. It's one of those games where you click fire and select where to fire at except it's not a targetting spell, so the bullet goes to where you're facing. If there are no waits then the things will spawn and die right away. But the .27 second wait makes it go pretty slow. Need something in between.
And also, I'm going to make it so that when you move, it strafes instead of turning to that direction and moving. The maths is easy, but i don't know the plausibility of not disrupting the movement order (order referring to command not sequence, for clarity).
Well that was kind of irrelevant, but i just wanted to put that out there
still haven't come up with a solution to the first problem yet
There are two ways two get under the limit. Only one is possible in GUI, and that is to use Periodic events. They do not have the rather high limit that "Waits" do.
In JASS/vJASS you can also use timers (GUI can use timers as well but it would work in a way that is closer to a Periodic Event than a JASS timer system), which, when combined with an attachment system, makes creating these sorts of loops very simple.
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