ah heck this worked out very nicely! took a while to wrap my head around it, but got it working. it has potential to mess things up inside the fsm from events it receives, but just gotta careful with selecting which events to send and it should be good. what's important is that it's working
on another note, i'm curious how much performance the "forward all" action uses as it looks like its running every frame. any idea here?
i've already done the "trigger/collision stay" mistake in a bullet-hell game where i had this action placed multiple times inside the same State on all projectiles...
had to reprogram the whole game over again, kind of traumatized by that LOL