The reason i mention it, is because when i first looked at it i was like whats this stupid double wait thing here for. Then i looked at the next trigger and was like Mmm wait a minute thats pretty cool, i wonder if he has any idea what he did lol.
The way people do it normally is this way
| Trigger |
| Players: |
| ¤ Comp |
| Conditions: |
| ¤ Switch Music is Set |
| Actions: |
¤ Wait (time of music)
|
¤ Clear Switch Music
|
| ¤ Preserve Trigger |
| Trigger |
| Players: |
| ¤ All Human Players |
| Conditions: |
| ¤ Switch Music is clear |
| Actions: |
¤ Play Music Wav
|
¤ Wait 0 (read below)
|
¤ Set Switch Music
|
| ¤ Preserve Trigger |
Alot of times people leave the wait 0 out of the second trigger. This makes it so only one player can hear the music, because the first player to run the trigger sets the switch and the rest of the players don't get to run theres.
The Wait 0 works by drawing off of the hyper effect of the wait. Whenever a wait is ran all other triggers are checked and ran before continueing with the rest of the trigger. (lets leave wait blocks out) So basicly the one wait allows all the triggers to fire before the switch is cleared.
An alternative way of doing that is to use a death counter (or multiple switches). If each player is running off there own switch then they won't have trouble with players clearing eachothers switches.
Now your triggers is differant but it takes the same concept into consideration. The p erson who wrote the trigger must of realized that using the method above (minus the wait 0) didn't work for multiple players. So instead of making extra switches or death counters as i mentioned he did that instead.
It looks stupid at first because normaly you never set and clear a switch in the actions of the same trigger. But this is one of those acceptions (when there is a wait between them), When the wait 0 is exicuted (right after the switch is set) all the other triggers are checked and all the players with the wav will see the switch being set and run there trigger. Then when it gets back around to the original trigger it will wait the time, of zero rounded up, then continue with the actions. This is when it clears the switch. Then lastly you have another wait to simply delay the trigger from fireing again before the wav is done.
So someone was ither very good or very lucky when he wrote that trigger. I proboly won't use it anyways, i prefer counters w/ hyper triggers for music loops but its worth mentioning lol.