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SetGlobal Canceling Actions


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Greetings,

I'm running into an interesting issue with the enhanced powergaming scripts where it appears having a response of SetGlobal() will actually cancel out a player queued action. Should setting a global do this? Is there a way to set a global and not have it cancel the player action?

Thank you!

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Afaik every action performed by an actor (either directly or via ActionOverride()) will cancel their queued actions. You could try to apply the variable via spell effect (performed by a helper creature, etc.), which should not interrupt scripting.

Edited by argent77
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8 hours ago, argent77 said:

Afaik every action performed by an actor (either directly or via ActionOverride()) will cancel their queued actions. You could try to apply the variable via spell effect (performed by a helper creature, etc.), which should not interrupt scripting.

The goal is to detect when the player is using a spell, ability, or item so that the scripts know to not immediately queue a new action if it is on cooldown. @Bubb was helpful as always with EEex and I can use that to indirectly get around having to use a helper creature. I'm gonna have to do some other updates, I think, due to this information to make things even more optimal.

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