Is creating a custom wait() function even possible?

Weird, maybe I’ll try to test it in a real game because I only test it in studio the whole time.

1 Like

Thanks! I’ve found what I want for my in-game animated intro, but how can I use it ? I put the script inside a modulescript in ServerScriptService

you require the modulescript via require()

then as usual

local modulescriptname = require(LocationOfModule)
modulescriptname:Wait() -- the amount of time you want to wait.
1 Like

So, sorry for the bump, but one thing to note is that DeltaTime is let’s say, … weird, when a session lauinches, if you wanna not have an issue with that, you can try doing Heartbeat:Wait() twice and seeing if that helps, before executing wait.

This was probably why you were having issues in the first place.

I recommend using DeltaTime solution opposed to using os.clock solutions most if not all the time. Especially if you’re working with UI or anything that’s using a RunService event really, anything client wise basically.

os.clock solutions don’t suffer from this issue but they aren’t great.

The problem is that frames don’t actually start rendering after a pretty good amount of time after the session actually starts, therefore you get these 4.5 numbers, the first frame messes up the rest.

I recommend you look into this reply for better understanding.


I actually even suspect Roblox’s wait might be doing this as well. (not task.wait)

A normal DeltaTime based solution will pretty much always return way higher differences for much time it says it takes, and how much time it actually did than what’s seen above.

image