I know i'm necroposting, but a list/array action set would be really awesome and i'd love to toss in my "yes please!" to the pile!
though, i would wager that one action to rule them all in this respect might be a programming nightmare, maybe two (or three) one to create the array/list... one to modify the array/list and one to access the array/list?
and having a hard-coded variable in the number of entries seems limiting, maybe be able to make it such that you can drop in an int variable to determine the number of entries it would have (though i would imagine that if you did a "get" run through with too many, it'd bog down the system every time you accessed it)
for instance, say you had a list so that you could tally up the number of "Player" tagged items in the scene, go through the list and give an index entry for each. maybe also add in a column type thing where you can give them a value (such as experience, points, health, etc) i am not 100% on the game-lingo as to what that's called but i think the math name is matricies... maybe the game lingo is database? dunno... i am the eternal newb
i.e.
Index...Object type....Health....Name......Status
1. Player 50% Roger OK
2. Player 89% Johnny poisoned
3. Player 100% Sue paralyzed
4. Player 20% Tommy OK
5. Placeholder 100% -Empty- OK
same for enemies
Index. Object type... health... aggro.....aggroTargetIndex.....status
1. Enemy 30% 70% 1 Pursuing
2. Enemy 100% 0% 5 Idle
3. Enemy 70% 100% 2 Attacking
that kind of thing...? i can imagine a couple different ways to manage that sort of information using FSMs on empty game objects using global actions (now that i know how to use them
) to tell each object what to do and how to behave in response to the players on the game-field.