The wait alteration isn't an alteration so much as a timing device. When applied to a sprite it will trigger a completion event after the given amount of milliseconds. One convenient method of timing a whole animation sequence is to have a sprite contain several wait alterations. This is actually easier to read and work with than having one event trigger the next. Also, in the example notice the 'sub' method to abbreviate coding.
create routine as Start launch bkgrd launch ship end
create sprite from background.jpg as bkgrd
having
alt=(sub create wait as w1 where delay=1000 and completion=w1Done end)
alt=(sub create wait as w2 where delay=3000 and completion=w2Done end)
alt=(sub create wait as w3 where delay=5000 and completion=w3Done end)
end
create sprite from attacker5.png as ship
where center=40,20 and x=50 and y=50 and angle=300
end
create routine as w1Done
insert into ship where alt=(sub create vector as v1 where speed=100 end)
end
create routine as w2Done
insert into ship where alt=(sub create rotation as r1 where speed=400 and destination=70 end)
end
create routine as w3Done
remove from ship where alt=v1
end
A wait can be paused and unpaused in a routine:
pause wait WaitName
unpause wait WaitName
To use pause/unpause the 'wait' must have a name. Therefore it cannot be anonymous, and it cannot be an unnamed clone.