This works only in a trigger action execution context, not in trigger conditions nor for example in timer functions or ForGroup
functions. However, it
also works in ExecuteFunc
contexts, even if the ExecuteFunc
call is not in a trigger action execution context.
This has many implications, see other trigger-related natives.
This ticks while the game was paused with the PauseGame
native, unlike timers.
This does not tick while the game was paused by the user, neither in singleplayer nor in multiplayer. (But the Trigger Editor of the World Editor denotes it as a real-time wait. Is this a bug?)
This ticks independently from game speed, i.e., in Fast mode, it will be about the same as a game time, in Normal mode, it will be about 25% faster than game time and in Slow mode, it will be about 67% faster than game time, see table below.
Game speed | TSA speed (%) | game speed (%) |
---|---|---|
Fast | 100% | 100% |
Normal | 100% | 80% |
Slow | 100% | 60% |
Example elapsed game time after TSA with timeout = 30:
Game speed | game time elapsed |
---|---|
Fast | 30s |
Normal | 24s |
Slow | 18s |
Generated using TypeDoc
Makes a trigger execution sleep for a given duration. The thread will yield so other threads can do their work.