i was using containers as an explanation for how simultaneous objects should be created in general, not for your example. trust me, containers are GREAT, and they lower the amount of coding. also, when it comes to your example, i don't see the problem. random 1-3, have a var which defines what is 1,2,3, spawn depending on the number. also i was talking about design in general.
that's not true. during my time of development with c# / c++ i've noticed a lot of things that don't work as expected and need workaround because computers calculate them differently. the same is with this wait thing. you either accept it, or leave it. you will see much more trouble with unity / ue4 / any engine. but it all depends how masochistic you are
to work your ass off on something. and in the end it all comes down to learning how computers work, how interpreters work, how compilers work, to just fix that ONE bug.
of course it's not impossible that something relies on something else. but you used "on created" that was connected to another "on created" that was calling a function that does something. you can't do that in 1 tick since you've got a chaining of events. that's why wait (0) stops the chain before calling function for 1 sec so that the objects are completed and then continues from there to get the right values and print them out.
i'm pretty sure you don't know what happens, and how c2 engine works.