StackOverflow Lv 1
I have had many scripts held up because of "wiggle lock", especially on mutates and shakes, where the process is stuck spinning circles on iteration 1, it sits there for hours on iteration 1 until I spot it and stop it manually.
This seems a glitch but isn't much of an issue when playing manually. But when scripting it is a massive problem. But I think it's easily solved by a timeout value. If we can simply specify a number of seconds to run, these stuck processes can be terminated if they run too long. This not only helps the stuck situation but also situations where a wiggle is simply taking too long to get through all its iterations.
For example
structure.MutateSidechainsAll ( 3 , 120 )
meaning…
structure.MutateSidechainsAll ( 3 iterations or 120 seconds, whichever comes first )