#Event receiver not firing

1 messages · Page 1 of 1 (latest)

nova osprey
#

These are my circuits for an event I use to refresh some things in the room, but after recovering from an auto save most of the receivers of that event stopped working.

#

The picture on the right is the receiver thats not firing

native mica
#

Also what’s your CPU & Net

nova osprey
#

its just full of errors from the values in the lists being 0, not from the recievers

#

cpu idles around 3.5 and net at 0

native mica
#

Try wiring the event to a subtitle or something and see if it fires that way, just as a test

#

Configure the event sender and make sure the Target is set to local or all if needed

nova osprey
#

it is

native mica
#

It’s firing?

nova osprey
#

this one fires like its supposed to but thats the only one

native mica
#

What even is that?

nova osprey
#

my unorganized circuits for an upgrade board

native mica
#

I want to see your event that’s not firing not whatever that is

nova osprey
#

these ones are not firing

native mica
nova osprey
#

local

#

it needs to be local

native mica
#

Chances are you probably have to many event receivers

#

Save the room and try deleting some to see if that the problem

#

I’ve seen games were people will use the same event receiver for like 10 different systems and it just won’t work

#

If that doesn’t work just remake the event 🤷‍♂️

nova osprey
#

ah man thats annoying but i know this isnt the best way to do this cause every 15 seconds I get a cpu spike

#

do you have any suggestions for a better system to update all these values?

native mica
#

If the cpu spike is a issue add delays

native mica
nova osprey
#

But I guess just using a button to refresh them makes more sense now that I’m thinking about it

nova osprey
fervent sorrel
#

So that’s a custom delay you have, that’s good, the issue is you’re constantly updating the saved time

#

You need to run the check first, THEN save the time if it’s greater

#

you’re essentially constantly changing the compare time, so it will never be greater than the precise second

#

oh wait, you aren’t even using a precise second

fervent sorrel
#

Right after the “float variable” here, place that event sender you have, you do not ever need to reset its value as it will run indefinitely

molten plume
#

I’d to an if list equals 0 check

#

Before doing something