Overwatch

Actions “Destroy Effect(Last Created Entity)” and “Destroy Icon(Last Created Entity)” conflict

Overwatch7 - Actions "Destroy Effect(Last Created Entity)" and "Destroy Icon(Last Created Entity)" conflict
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I have an issue with a checkpoint system in a racing game I've been working on using deathmatch. Checkpoints disappear/appear as you pass through each one. Every time you pass through the "Lap" checkpoint it counts as a "Kill" which determines the winner to first get 15 "kills". What's odd is I originally has this which worked fine:

Pass through Checkpoint 1 vector increases event player "CheckPointPlayerScore" variable from 1 to 2

Then I have:

Condition:

Event Player.CheckPointPlayerScore == 2;

Action:

Destroy Effect(Last Created Entity);

Destroy In-World Text(Last Text ID);

Create Effect(Event Player, Sphere, Yellow, Global.CheckPoint2, 3, Visible To Position and Radius);

Create In-World Text(Event Player, Custom String("2"), Global.CheckPoint2, 5, Do Not Clip, Visible To Position and String, Green,

Now, I want to change the in-world text to an Icon (this is better than a "Do Not Clip" in-world text because the Icon has the pointer and stays in view even when not looking directly at it.) But for some reason, the actions "Destroy Effect(Last Created Entity)" and "Destroy Icon(Last Created Entity)" conflict where it only does one or the other depending on the order I have them in.

Action:

Destroy Effect(Last Created Entity);

Destroy Icon(Last Created Entity);

Create Effect(Event Player, Sphere, Yellow, Global.CheckPoint2, 3, Visible To Position and Radius);

Загрузка...

Create Icon(Event Player, Global.CheckPoint2, Flag, Visible To and Position, Green, True);

I first thought I found a workaround of the conflict by using the "Destroy All Icons" in place of the "Last Created Entity" and adding a "Wait(0.250, Ignore Condition);" in-between the Destroy and Create part of the actions, but soon as I tested my race mode publicly, I found the "Destroy All Icons" destroyed icons for EVERYONE not just the event player. I even tried a "loop if true" action with a "wait 1 second" action before it to create a sort of blinking effect on the checkpoints but that didn't work right with more than one player either.

I've been looking around a lot the last two days and found some people mention assigning the "Destroy Icon(Last Created Entity)" to an array and using that instead but I'm having difficulty understanding how that works and I got so lost in the youtube tutorials I found on arrays, just beyond me maybe.

If you'd like to look under the hood here is my code: NENBD

Heads up its a little messy and this has the version running with the inworld text but the attempts at the icon effect are in there just disabled. Hopefully, someone here can help. Thank you!

Source: Original link


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