Oh, I think something that has to be done as well would be using the right component for a specific pool group
adrientd
Oh yeah, true, as well as adding new pool groups into a squad
adrientd
I probably should not forget that
pegperegogaucho
Most important of all, the MsgAction
adrientd
Would it really be worth?
adrientd
I mean, you can do lots of things without them.
adrientd
And not sure if everyone will be able to understand it
pegperegogaucho
It's a must have to control the respawning of enemies and when the event is triggered to make locks
pegperegogaucho
Can't really make fights without it
adrientd
I admit I haven't looked much into them yet.
adrientd
Isn't there an event node for when a squad gets to 0 remaining enemies?
adrientd
Or is that part of the MsgAction?
pegperegogaucho
The event node gets triggered when a certain part of the msgaction is activated
pegperegogaucho
Like there is an event 0D16 inside most of the squads which have a event node defined that gets "called" when no enemies remain and that has a parameter with the value of 14 which triggers the event node
pegperegogaucho
But in some instances you might only add one pool to the lock and the msgaction needs to reflect that
adrientd
Yeah, looks quite complex
adrientd
it's like an entire scripting language exclusively used by squads
pegperegogaucho
And also something I found out recently, it is the only form of timing you can use in the scripting
pegperegogaucho
You can start a timer and when it expires a callback in the MsgAction is triggered