Author Topic: Too many events at once (onActivate)  (Read 2536 times)

Code: [Select]
[0] onActivate > Cell_Door > setColliding []
[0] onActivate > Cell_Door > setRendering  []
[0] onActivate > Cell_Door > setRayCasting []

[3000] onActivate > Cell_Door2 > setColliding [x]
[3000] onActivate > Cell_Door2 > setRendering  [x]
[3000] onActivate > Cell_Door2 > setRayCasting [x]
This doesn't work, it still triggers all the events at once.

use something more efficient, instead of calling 3 separate events at the same time use disappear[0] and disappear[-1]
0 makes it reappear instantly, while -1 makes it disappear indefinitely

Code: [Select]
[0] onActivate > Cell_Door > setColliding []
[0] onActivate > Cell_Door > setRendering  []
[0] onActivate > Cell_Door > setRayCasting []

[3000] onActivate > Cell_Door2 > setColliding [x]
[3000] onActivate > Cell_Door2 > setRendering  [x]
[3000] onActivate > Cell_Door2 > setRayCasting [x]
This doesn't work, it still triggers all the events at once.

you have to stagger it in a way that the calling of the event is delayed, since delayed events are still called at the same time as non-delayed events
i suggest using relays as a workaround if changing the schedule limit or
instead of calling 3 separate events at the same time use disappear[0] and disappear[-1]
doesn't work