Author Topic: Crippling Schedules Limit With An Unknown Cause  (Read 4126 times)

another way to fix it is to delay the events so they're not all called at once

Problem being I can't use the mainBrickGroup for this .-.
Code: [Select]
function DisableOnMinigameReset()
{
for(%i=0;%i<BrickGroup_999999.getCount();%i++)
{
%obj = BrickGroup_999999.getObject(%i);
if(%obj.numEvents > 0)
{
for(%q=0;%q<%obj.numEvents;%q++)
{
if(%obj.eventInput[%q] $= "OnMinigameReset")
{
%obj.eventEnabled[%q] = 0;
}
}
}
}
}
If you're on single player then that should work just fine, if not change out 999999 for your BL_ID.
Okay, I tried typing that into the console on single player without results. Am I doing it wrong? Is it one line of code, or am I supposed to enter parts separately?

Here, I made it into an add-on form. Just start the game, load the map, and put DisableOnMinigameReset(); into the console.

Alright, that add on worked. I was able to disable all the minigamereset events with it.
Now all I have to do is build the projectile-triggered system that I used in riverside with
Onprojectilehit>Zombie1>setvehicle>none
Onprojectilehit>Zombie2>setvehicle>none
Onprojectilehit>Self>Fireprojectile> (straight up)
Once I finish the projectilehit trigger tree, it should work.
Thanks a TON for your help, again