A turn-based battle system that requires deliberate separation of events with delays in between, to prevent events from not happening in a sequential order, eg.
Player attacks (with corresponding movement)
Delay until it finishes and slight afterdelay
Damage floater
Delay until it finishes and slight afterdelay
Prompt for next turn
It just burns through all of the events over the course of five ticks and I see nothing but the variables jump from initiating to done, even with dozens of events in between. And then crashes because there is no way for it to wait for user input without causing an endless loop behind the scenes if the user does not input.
I'm attempting to get the hang of timescale, but it's honestly really confusing.
The call function after delay I have tried in multiple ways but I cannot seem to get it to work, as it does delay the function call but delays nothing else.
I just make my own timers (globals or pv's) and use a state machine to control events. I've never had any problem with that, even with complex tasks like choreographing cut-scenes.
This is more what I'm looking for.
I attempted to do this in a few different ways, and could not get it to actually work. Could you elaborate on how you do it?