I'm trying to create a pseudo turn based battle system in the Unreal Engine (think Final Fantasy style).
I'm trying to avoid the Enemies and the players attacking while another animation is in progress. I thought the most simple solution is to have a flag somewhere that the player controllers check before starting an animation, and set it to a value before they start, and then reset it when they've finished.
However, I could see this leading to race conditions if two controllers (AI or player) try to access the variable at the same time, then both start their animations.
If I was writing this in Java I'd obviously use synchronized methods, but I haven't come across anything like that in UnrealScript. Is there another way to avoid this? Its probably not the end of the world, as its a pretty unlikely occurance, but I'd like to try and avoid it completely if possible.