Author Topic: New event onreset  (Read 725 times)

I was thinking about making a couple of new games with events. The problem is I want them to be automated (unlike Defend your castle) so I was thinking about a way to do so. Then it clicked Onreset (minigame reset) You could have weapons that only appear once per round and such like that. Please take this idea into consideration.
~Angear

What you could do is have a spawn with a horse on it, and when the minigame resets, the horse triggers the events on the spawn, then pushes the horse off to the side, until the time when the minigame resets, and the horse is respawned, and it triggers the events again.

set event enabled and set item

However, there are no input events for minigames.
We only have brick inputs.

However, there are no input events for minigames.
We only have brick inputs.
But couldn't you have the input be the minigame resetting?

I'm not sure if I understand what you mean.

Triggering an event on every one of the 20,000 bricks in a large build could get laggy. Anything else like "only triggers on spawn points" could be confusing to someone using it.

But couldn't you have the input be the minigame resetting?
It wouldn't make sense to have a brick input be a minigame resetting.
Notice how every other input has to do with the brick itself?
onReset would be a minigame input, which as I said, we only have brick inputs.

We need minigame events, onreset, Onplayerkill,





OnPlayerKill>Killer>Client>AddVariable>Money 5



:)

I've tried to find a possible way to integrate other classes into the events gui, and found that only fxdtsbrick registers into it.
It would only be possible if you did some hacky method to the events gui, or make a new gui.

It wouldn't make sense to have a brick input be a minigame resetting.
Notice how every other input has to do with the brick itself?
onReset would be a minigame input, which as I said, we only have brick inputs.
Oh I see what you mean thats a shame :(

(unlike Defend your castle)
I'm working on making it fully automated but i need an event like this so, ya

What you could do is have a spawn with a horse on it, and when the minigame resets, the horse triggers the events on the spawn, then pushes the horse off to the side, until the time when the minigame resets, and the horse is respawned, and it triggers the events again.

I'm working on making it fully automated but i need an event like this so, ya
Exactly hugums that is part of the reason why I suggested this remember I helped you a little :3.