I would say something too…
since this is a feature i really wish to have in my game…
My whole project is made on isolated events,…
why i’m not calling em FSM?..
bcs even FSM needs a trigger…be a keypress, a var or something like that, that “could” happen externally…
ofc…the more you’re skilled the less of these situations you gonna need…but u gonna meet a situation like this soon or later…no matter how easy or difficult would be
… it’s a matter of .“simplifications”
…exactly…it may be as simple like that,…but not all the times…as experienced you’re, you surely know.
supposing i’m not skilled… (…and i guess the majority of users here dunno how to create a behaviour nor a c.object,looking at threads…) ,
why i’ve to spend my time thinking as a professional, which i’m not,on how to use something i already have on my scene?
I dunno if bcs performances issue behind, (…that i already have in event sheet…rite now…from 5.3) ,
but it’s a user problems to solve bugs, lags,redundances,cloned vars, bad named var ecc…
imo Users should have the whole control on everything they do with their projects…(be they bad or good things)
And honestly i don’t care if the majority of ppls posts the same issues everytime or can’t understand things…
if you can’t debug your game it’s not my problem…(if i can help i’ll be glad to help), but…
Put limits just bcs this… is bad…and punish others for nothing…and i’d say it is unique to GD…(as you know i said the same on the declaring vars matter…and i would say it again and again…i miss the old method)
(dunno how manies are familiar with Unity…if u declare wrong a variable there …you’re alone.but even so…still good games comes out).
In GD looks like i’m driving “my” 20 years old car with a driving instructor next to me.
i’m not blaming devs or anyone, but the “avoidables complexities” i’ve in my game in general…which are preventing me to have a clearer,more readable event sheet and probably a better develop experience in general.