Just for my own understanding... (because I keep seeing this subject pop up and I never understand it)
I am quite deep into my project,
must be 600 events in total now,
In game I am creating dozens of enemies and in subsequent events or sub events I am changing their instance variables, positions and pining stuff to them etc at the point of creation. and as far as I can see everything is working well and smoothly. I have never ever needed to use wait 0 seconds for a anything, I don't even know why or when I would need to use it, it sounds like a hack, could someone enlighten me?
I use it when I need to evaluate all objects with a function after they are created.
For example I have a radar minimap made with a tilemap. In order to drawn enemy positions on the minimap I have a function, the function uses for each enemy set tile at x = radar.positiontotilex(enemy.x) and y = radar.positiontotilex(enemy.y) to a tile representing an enemy. Since it is not necessary to refresh the radar map every tick (for each is fairly expensive CPU utilization-wise), I only call the radar refreshing function when needed.
That is to say it the bare minimum when it needs to be called is when an entity that can move changes its current location to another tile or when new enemies are created. But if I call it without wait 0 after creating new enemies those new enemies will not show up on the map.
Of course there are workarounds which would achieve the same thing for this example, but they all would require adding more new actions than just "wait 0, call function". Less events is better if the performance penalty is not material (less to change/debug if you decide to revise something). Sometimes it is a matter of convenience, there are probably a few cases where it is absolutely necessary and cannot be achieved otherwise. But to be honest nothing comes to my mind at the moment.
Another use is if you want to make buttons with sprites that have different frames/animation when they are pressed. You can do the pressed/unpressed change in one event:
conditions
mouse over object, left mouse button down
actions
set frame 1 (pressed)
wait 0
set frame 0 (unpressed)
The effect is that once the mouse stops being over the button sprite it will revert to the previous state by itself. However if the mouse is still over the button, the frame 0 will be changed to frame 1 anyway and the user will not see it has changed. No need to check if it was pressed but the mouse is no longer over it.