It is working! but with some adjustments
Condition:
"Every 1 second" (to make it less CPU heavy)
Pinned objects "is overlapping stone"
For each Stone
Fire "pick nearest to pinned object"
Event:
Fire -> add 1 to isolation
in order to make it dynamic, i've added another event right after "every 1 second" (but before the isolation +1 addition): Fire -> set Isolation to 0
The isolation every 1 sec is:
reset to 0
added +1 for each stone nearby
so for example, if there are 2 stones nearby, the result is always 2, and if i add another stone, after 1 sec it's 3. If i remove all stones or move the fire away, it's 0!
Now, every event involving the isolation variables must trigger 0.01 seconds after the "every 1 second" trigger, in order to let the game correctly calculate the isolation after the 0 reset.
It works like a charm!