It plays the rumble while setting the number to 3, it skips the rumble but sets the number to 2, then it plays the rumble with 1. It then skips over the rumble before GO.
If I set all of the delays to 2000ms, all of the numbers and rumbles play just fine.
Does anyone know the issue?
And before anyone asks, no, DIGITAL_POWER is not the issue, it's a custom thing that I've done with Jame's help, so that's not the issue.
the rumbler will play through 8 bytes of rumble code even if you dont have 8 bytes input. In fact, if you rumble a few dashes and then do a call to rumble a dot, you can tell thst it overwrote the old thing, but not completely.
I have never really had a problem with rumble, because I was aware beforehand that it in itself is unstable. So what I do is run the rumble command once:
An event is something that runs a function to run lines of code independantly without needing to yield to other lines.
Not sure if events exist in Vexcode: multithreading - What is the proper way of doing event handling in C++? - Stack Overflow
But what I am certain of is that if controller.rumble is a yielding function, you can run the line as a task: