Can you post a screencap of how you would do it?
I tried setting the timescale to something like 0.0001 and adjusting the behaviours and waits accordingly, but then my player takes damage, even though I set the damage event the way so that the player only ever takes damage from enemies if they're not frozen.
I shoot the enemy, they're frozen. I step on them, player still takes damage. This happens if the time
scale isn't 0.
If I set bullet to be disabled so they are effectively frozen, along with making their frozen instance variable set to true, then only the first enemy I shoot freezes, they rest are immune. And then when the one I shot unfreezes, he becomes immune himself. Except I don't take damage from colliding with them because they're still frozen. Even though the last action in the event is to set the "Frozen" bool variable to false.
Either I'm retarded, or something is buggy in the engine.
The closest I've gotten is making the enemy freeze, waiting 9 seconds, then the enemy unfreezes and flashes. Rather than flashing and then unfreezing.
I've tried using multiple events, triggers, a ton of different variations, I've tried not using the timer and option for an event that increases a local variable by one every second so I can use that as a timer instead of wait. NOTHING WORKS.
Honestly, I'm thinking of asking rexrainbow to build a freeze plugin where you can set a "wait to unfreeze" time along with a "flash before unfreezing" time.