Well it depends on what you consider "related" i guess, but the reason hyper triggers work is due to the fact that every Wait(0); command forces the game to check every other trigger (thus skipping the standard 2 second pause a trigger takes to run itself)...
The reason they last is because as each Wait(0); goes through it runs into the other wait blocks each of which have another 64 Wait(0);, and when each of those runs, it checks the next Wait block, which has another 64... this compounded makes the number of effective waits go up exponentially...
As for how "other" waits tie into this to screw up, if you randomly have a wait, it gets stuck into the web of waits the hyper triggers cause, and depending on where the hyper triggers are currently, I'd imagine results may vary...
That's what I get from it anyway...
Anyway, according to that, interefering waits that end up compounding each other would be precisely why hyper triggers work
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