[BUG?] Multiple Triggers of a Single Rule Can't Stack?

Everytime the target takes damage, they get slowed down by 1% for 5 seconds, then reverts back 1%. This would result in a perpetual snare, the more the target takes damage, and would slowly undo.

The problem is that triggers of the same rule don’t stack. If a person takes damage and is slowed by 1%, they cannot be slowed further, until the 5 second Wait action resolves. Is this like this on purpose?

Quick example: NQNTK

If you keep clicking your primary fire button within 1 second, there is only one trigger, as you cannot keep triggering the rule within that 1 second wait action.

Your issue is the Wait Behavior. You currently have it on Ignore Condition, which will basically make the rule not respond at all until the Wait action is complete.

If you set the Wait Behavior to Restart When True, it will restart the rule if any conditions went false, but then all conditions went true again during the wait (for Ongoing events), or if the event is triggered again during the wait and all conditions are true at that time (for other events, such as Player Dealt Damage).

If you set the Wait Behavior to Abort When False, it will abort the entire rule if any conditions go false during the wait.

Here is an example of almost what you want (minus the “slowly undo” part, check below for that):

YAVX8

Also, as far as I’m aware, there can only be one instance of a rule running at once, with the exception of all the rules that run for each individual player. So if you wanted each individual shot to cause 1% slowness for five seconds and have each slowness stack expire individually, it likely isn’t possible or might take more effort than it’s worth.

I’m sure they did it this way because it would probably really hurt performance to have hundred of rules stuck on Wait actions, since it would likely take up a lot of memory.

Also, I decided to spend a bit of extra time on this, so here is a mode where you will gradually unslow after 5 seconds of not being damaged (at a rate of 10% per second):

SXBF5
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