I'm sure this problem was discussed somewhere in the internet before.
I have an event, that every time my player collides with the active object, I subtract 1 from his maximum of 100 HP and I have multiple copies of the same object in the scene. When the HP of the object reaches zero I destroy the object.
So, how can I stop the disappearing of all objects when one HP reaches 0?
I have a simple event for this: IF HP of Active = 0 then Destroy Active. I think I don't have a selection here, so it destroys every single instance of the Active.
How should I manage to do this selection?
Thank you!