Is your feature request related to a problem? Please describe.
In my project, the player walking into a trigger area causes a script to run.
The script runs multiple commands.
e.g. This is the script attached to ESCItem "WalkingScripts"
I want these to run, regardless of what the player does while they're running. I've tried scheduling the above event on a separate channel for this reason
If the player clicks to walk somewhere while this script is running, the interrupt interrupts all channels, which means the current walk_to completes, but the remaining ones are never run.
Describe the solution you'd like
Interrupts to interrupt "_front" only
An "interrupt_channel(channel_name)" command so that other channels can be interrupted on request
A "return_current_action(channel_name)" command so that the current running command on another channel can be determined
A "return_current_script(ESCItem)" command so you can determine what state the given ESCItem is in (though this could be done by global variables)
A "wait_for_global(var_name, state, timeout)" command that stops the current script until such time as "var_name == state" or timeout is reached.
Is your feature request related to a problem? Please describe. In my project, the player walking into a trigger area causes a script to run. The script runs multiple commands.
e.g. This is the script attached to ESCItem "WalkingScripts"
I want these to run, regardless of what the player does while they're running. I've tried scheduling the above event on a separate channel for this reason
If the player clicks to walk somewhere while this script is running, the interrupt interrupts all channels, which means the current walk_to completes, but the remaining ones are never run.
Describe the solution you'd like