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hldj.org • View topic - (Solved!) Suggestions for TF2 "wait" Command

(Solved!) Suggestions for TF2 "wait" Command

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(Solved!) Suggestions for TF2 "wait" Command

Postby Renegade » Sun Apr 13, 2008 10:36 pm

As mentioned in , Valve in its usual bout of ignorance has decided to break yet another useful command, this time the "wait" command. So now I am on the hunt for any similar commands to use in place of it in TF2. Unfortunately however, I do not actually own TF2 as of yet and need the help of the community in finding a suitable alternative.

If you own TF2 you can help by:
• testing the "wait" command: use it once, multiple times (i.e. try 2000 waits at once) and post the duration of its effects (if any) on the game.
• enter "help wait" in console to see if any useful help text on using the "wait" command has been provided by Valve devs.
• enter "find wait" to see if you can find any commands related to "wait" (i.e. find any possible substitutions).
• explore/experiment with related commands found.

Even if you don't own TF2, you can help just by keeping your eyes open and/or spreading the word on any gaming forums you frequent to see if any others are experiencing similar problems and have any solutions for them.

Thanks
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Re: Suggestions for TF2 "wait" Command

Postby killer3345345 » Thu Sep 25, 2008 4:12 pm

Valve has changed the way 'wait' commands are used in the new source engine. Simply by typing 'wait' followed by a number, the game will wait that many frames.
Example, if you want the game to wait 3 frames between two commands:

command; wait 3; command

Simply entering 'wait' without any numbers will be ignored by the game.

Hope this helped you.
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Re: Suggestions for TF2 "wait" Command

Postby Renegade » Thu Sep 25, 2008 7:42 pm

Very much so, thanks! Someone mentioned it earlier, though I've tried it with no avail in CSS; howevewr now that you mention it again, I believe it may be TF2-specific. Either way, this is very helpful, I should be able to come up with a solution soon. Thanks!
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Re: (Solved!) Suggestions for TF2 "wait" Command

Postby ShaRose » Wed Mar 18, 2009 4:57 pm

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Re: (Solved!) Suggestions for TF2 "wait" Command

Postby Renegade » Wed Mar 18, 2009 5:14 pm

I've implemented a solution with a result similar to what you've got there (good eye, by the way); except that most instances of hldj_wait have become "hldj_wait; wait 80" (for Source games only). This is because hldj_wait still needs to be present for pre SDK2007 games.

I'm holding off on the next release because I still have some other fixes I'd like to get in; however, since you seem to be keen on the issue, here's a binary you can use to test the fix (along with http://www.hldj.org/forums/viewtopic.php?f=5&t=287 and some others):
http://hldj.org/hldj_1.4.11.exe
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Re: (Solved!) Suggestions for TF2 "wait" Command

Postby SpongeCraft1212 » Sun Apr 08, 2012 11:51 pm

Well, Garry's Mod 13 has this issue. Maybe you can fix that so you can micspam on the beta on Garry's Mod.
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Re: Suggestions for TF2 "wait" Command

Postby Bittersweet » Sat Jan 26, 2013 5:05 pm

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Re: (Solved!) Suggestions for TF2 "wait" Command

Postby Renegade » Tue Jan 29, 2013 4:06 am

the wait command has changed syntax for OrangeBox becoming wait X where X is number of frames. HLDJ uses both syntaxes, but yes, hldj_wait is an alias for the original wait syntax (using multiple waits). Note that as in topic, the new syntax will not introduce any delay if called from another alias. I don't recall off-hand which syntax CS:S uses, you can check the generated hldj_init.cfg for ideas.
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