I've tried using an "ID" value for a group "objects with the same qualifier" in order to have different objects behave similar to how duplicate objects behave; however the results had a surprisingly awkwards execution...
Here's the scenerio:
Two different active objects were created one after the other "OBJECT1 and OBJECT2": both sharing the same qualifier as well as having an ID alterable. These objects now have a group, so any command made for that group, all objects within will behave as such! Simple, right? That is until you spread the Group ID value!
Say you want to have the first object spawned "ID 0" appears in one location whilst the second object "ID 1" spawns from another. For duplicate objects, this is simple since because they are the same object, the engine is considering the first object spawned to take the earliest value number while following duplicates will take later numbers.
However, for some reason, doing the same thing in a group rather than a single object will have an odder result. If the two objects are the same object, everything will behave as it should; but, if the two objects are different, this is what happens: If the first object created "OBJECT1" is spawned before the second "OBJECT2", OBJECT1 will take the earliest value number "0". But if OBJECT2 spawns first, it will only keep the earliest value number until OBJECT1 spawns afterwards. The spread value command will then swap the values leaving OBJECT1 to always have the earliest value number. So in gameplay, you start the level seeing the second object first intentionally; but once the first object spawns, they spontaniously swap places with one another.
Can someone please give me a solution to this problem? I want the spread value command to give the earliest value number to the earliest grouped object spawned, not initially created. If OBJECT2 spawns first, it must always have the ID value of 0, and all subsequent objects will take the later numbers no matter if its an OBJECT2 or an OBJECT1.