Author Topic: Output event: ResendEvent  (Read 1655 times)

An event that will repeat an event somewhere in your string.  It has 2 text boxes, the first one you specify what event(s) you would like to repeat.  The second text box lets you list the times when you want this event to repeat.

Example:  Lets say I want the event "onActivate > Player > setVelocity [10]" to repeat several times for a ladder.  Obviously I don't want to rewrite this event several times, that would take forever (And we don't have a copy and paste event line, which would also be quite useful)

So lets say that event was the first event in the menu (number 0).  Next you would punch in the following event to repeat that setVelocity event, lets say.. 10 times every second.
"onActivate > Self > ResendEvent > [0 ] [1000 2000 3000 4000 5000 6000 7000 8000 9000 10000 ]"
BAM, you just repeated that event 10 times, each at 1 second intervals.

This event would save a lot of time. :D  
What would be a good replacement/alternative to this would be a client sided Copy and Paste feature in events.  whichever you guys wanna make B)
« Last Edit: July 03, 2011, 04:30:16 AM by Jay the Cartoonist »

Plus a check box for if you want it to go infinitely or not.

Plus a check box for if you want it to go infinitely or not.
?  
What would infinitely do?  Make it like resend that event forever?  That seems kinda abusive if that's what you were suggesting

?  
What would infinitely do?  Make it like resend that event forever?  That seems kinda abusive if that's what you were suggesting

Your right. Somehow i never think if a suggestion will be abusive or not.



This would also save event space.

i MAY make this, no promises though


It would be useful. Although its possible to just relay a brick over and over that possess a single event, but granted, that is not practical.

It would be useful. Although its possible to just relay a brick over and over that possess a single event, but granted, that is not practical.
you still have to do "onActivate > NamedBrick > FireRelay" each time.  And that would add another unnecessary named brick.  You could use directions but that requires you to have a bunch of bricks around each other and once you run out of 6 directions you must resort to more named bricks.

you still have to do "onActivate > NamedBrick > FireRelay" each time.  And that would add another unnecessary named brick.  You could use directions but that requires you to have a bunch of bricks around each other and once you run out of 6 directions you must resort to more named bricks.

Yeah, its a crap alternative.

But there is nothing wrong with named bricks. Avoiding named bricks actually causes more bloating than it saves.

Yeah, its a crap alternative.

But there is nothing wrong with named bricks. Avoiding named bricks actually causes more bloating than it saves.
I guess you're right...  IDK why people avoid named bricks so much haha.

The only issue with named is if you want to have multiple copies of the same event build in one server... I also think there is some kind of assumption that using named bricks is too easy, and that wires made of bricks is better, but I couldn't agree less lol.

The only issue with named is if you want to have multiple copies of the same event build in one server... I also think there is some kind of assumption that using named bricks is too easy, and that wires made of bricks is better, but I couldn't agree less lol.
My problem with them I guess is having too many named bricks just seemd cluttered.  Idk.