Yeah, good idea. I'll update this comment after I've attempted it.
Ok, that actually did work. The debug message changed when its interacted with now. But I don't understand why the if-statement in the collide function did not work.
I think I solved it, but I had to do it in a method I didn't expect to use. I need to start a timer when entering the map constantly repeating and telling if stone is interacted, setting up an int variable.
int iInteractStoneIndex = 0;
void TimerUpdateInteraction(string &in asTimer)
{
if(!GetPropIsInteractedWith("stone")) iInteractStoneIndex = 0;
else iInteractStoneIndex = 1;
AddTimer("loop", 0.0166f, "TimerUpdateInteraction");
}
And then I just use the variable in the if-statement.
if(Speed >= 0.2f && iInteractStoneIndex == 0)
Thanks alot Flawless for telling me to experiment with a timer
Derp.