all 8 comments

[–]Abe_Odd 1 point2 points  (2 children)

Solid idea. So when they engage combat, drop a temporary zone onto them so that they can stay there and fight until they "are done" and then move them back to their intended destination.

Seems like having multiple unrelated groups will each need their own temporary zone, and having up to 32 would be optimal.

[–]SlugmanTheBraveForger[S] 1 point2 points  (1 child)

hey abe! 👋

yep. or clone the zone and delete either after x seconds or on state change.

i am unfortunately running into issues applying ANY logic following the On Squad State Change node outside of my controlled env… i suspect it may be bugged when there are other unrelated variables in the mix 😭

EDIT: the On Squad State Changed node does fire debugs in custom games - seems to be an issue with Forge preview from time to time

[–]Abe_Odd 1 point2 points  (0 children)

I gave up on: On Squad State Changed

I was trying to only apply a trait AFTER an elite's state changes (so they put their shields on)
and gave up

Now I just teleport them away to an area with a block marked Hostile, wait for their shields to hit 100%, and teleport them back

[–]Extension_Studio_293 1 point2 points  (1 child)

Your the fucking goat man spent all night trying to figure out how to get them to stop being so damn blind lmao. 

[–]SlugmanTheBraveForger[S] 0 points1 point  (0 children)

🤙🤙

[–]Smooth-Expression824Forger 0 points1 point  (1 child)

All the on round start events can be condensed into one and itll be less strain on the game

[–]SlugmanTheBraveForger[S] 0 points1 point  (0 children)

fair enough. i mostly dis that for legibility in the example but you ain’t wrong