I want to be able to only move if all other members of the movement family are still. I thought maybe this
however this just makes sure at least 1 isnt moving, not all.
I tried pick all but that didnt work either.
I often do this:
Bullets Is Moving -> (no actions) Else -> your actions here
You can also use:
Bullets NOT Moving compare two values Bullets.PickedCount=Bullets.Count
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not sure if this will work, but you can also try the For Objecting Sorting Ascending by UID or something.
and do something like:
For "bullet" Compare value : bullet.bulletbehavior.moving = 1 sorting ascending action > cancel some action ( since is not 0).
the idea is you loop trough all bullets, and if the moment happens in 1 of them, then u cancel whatever you need to be cancel or increase timer waiting or what not... if the loop returns 0 your cancel action won't happen.
needs testing ....
I often do this: > Bullets Is Moving -> (no actions) Else -> your actions here You can also use: > Bullets NOT Moving compare two values Bullets.PickedCount=Bullets.Count
> Bullets Is Moving -> (no actions) Else -> your actions here
> Bullets NOT Moving compare two values Bullets.PickedCount=Bullets.Count
Is this the 15th problem you've solved for me?
You've got a coffee coming your way soon :P