Author Topic: SetEvent event  (Read 467 times)

I know this sounds impossible but I know how it might work.
The output has 2 fields, the event being replaced, and the events replacing it.

How it works is I would activate a brick that targets another brick. The brick would replace the other brick's event, for example, event 5, with the event on the activated brick, event 2.

Brick1 Input
Code: [Select]
0 [x]OnActivate >> Brick2>>SetEvent>>[0 1][1 2]Targets events 0 and 1 on Brick2 and replaces them with events 1 and 2 on Brick1
1 [ ]OnActive>>Self>>SetColor>>Red
2 [ ]OnActive>>Self>>PlaySound>>Beep
Targets events 0 and 1 on Brick2 and replaces them with events 1 and 2 on Brick1

Brick2 Output
Code: [Select]
0 [x]OnActive>>Self>>SetColor>>Red
1 [x]OnActive>>Self>>PlaySound>>Beep

Basically it just replaces the specified events on the target with the specified events on the first brick.

I'm pretty sure this has been suggested and put down before.

I'm pretty sure this has been suggested and put down before.
I think I have it figured out how it would work. But I guess it's not the matter of if it'll work, it's about if it's useful.

Or just use toggleeventenabled.

It's taking the long road for something that can be done in much simpler ways.