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Hi everyone,
I’m working on a mission in the Broken Arrow Editor with 4 Playable Zones, each containing 3 objectives (12 total).
My goal is:
The player must capture all 3 objectives in a Playable Zone to unlock the next one.
Previously unlocked Playable Zones should remain active (units should still be able to move there).
The problem:
When I use the "Activate Playable Zone" node to unlock the next zone, the previous zone becomes inactive, and I can no longer move units there.
Even though I only use the "Activate Playable Zone" node for the next zone, it seems to disable the previous one.
I've made sure I don't deactivate anything manually.
Am I missing something?
Do I need to activate multiple zones at once? If so, how?
Any help or a simple example setup would be much appreciated!
Thanks!
I've noticed there's a "LuaNode" function in the Node Editor. From what I can tell, it allows for multiple custom inputs and outputs, which I believe could be a powerful way to break past many of the editor's limitations and implement complex features—or just make things more convenient.
However, I can't seem to open the official documentation for it. The 'More Info' link under the help section is broken for me (not sure if it's a bug or maybe a regional restriction).
Could anyone please provide me with the URL for the official documentation on the LuaNode? Thanks in advance!"
No idea how to fix infinite load on script editor not seen that
set marker position should probs be used with a tag and then log the position