Can anything be done to prevent these semi-frequest instances where bomber's attack animation bugs out and they fly around their target for 30+ seconds?
Does the game's code have an option to forcibly break a sequence if it doesn't end in a certain amount of time?
Or is it possible to chop odd frames of the animation when it takes longer than the expected amount of time to complete? In other words, say that the bomber's attack animation is 10 seconds long when it works normally. Is there a way to set a maximum amount of time allotted to that animation before a resolution event takes place to end that bomber's movement, calculate the damage and move to the next unit?
Does the game's code have an option to forcibly break a sequence if it doesn't end in a certain amount of time?
Or is it possible to chop odd frames of the animation when it takes longer than the expected amount of time to complete? In other words, say that the bomber's attack animation is 10 seconds long when it works normally. Is there a way to set a maximum amount of time allotted to that animation before a resolution event takes place to end that bomber's movement, calculate the damage and move to the next unit?