//UPDATE//
So apparently, the spreading of values is not the issue. As it turns out, something is going on in the ForEach loop of Object_ID that’s delaying actions when it shouldn’t. Here’s where I’m going at:
So Spawn_Object, after being created by Home_Object, does a series of events that makes said object classified as “Active”. Without the addition of the special Home_Object, Spawn_Object can activate itself using the ForEach ID loop just fine: three Spawn_Objects show up and no matter the condition of each one, they all do their activation just fine. However, they HAVE to be spawned at start in order for it to work properly besides a few exceptions that require a lot of workarounds and it’s heavily isolated.
The Home_Object thing is meant for a special event that spawns Spawn_Object in random locations. From the very beginning, hints of this error started showing; and no matter how much I force a Spawn_Object to take an ID of the Home_Object it’s overlapping, it will always do this.
HO1 spawns SO1 : SO1_On
HO2 spawns SO2 : SO1_On SO2_Off
HO3 spawns SO3 : SO1_On SO2_On SO3_Off
HO4 spawns SO4 : SO1_On SO2_On SO3_Off SO4_Off
HO5 spawns SO5 : SO1_On SO2_On SO3_On SO4_Off SO5_Off
Then the pattern repeats when one activates in the queue after every two spawns. Different events happen when I tinker with the code, but these base rules remain constant no matter what. Why does it do that? I do not know, but forcing ID to Spawn_Objects does not help in the slightest.
Solution: Ditch the Home_Object altogether and add 10 Spawn_Objects at the same time instead. These Spawn_Objects have to be given special instructions for this particular event; nevertheless, this might be more manageable in the end than forcing these objects to pop into existence when required. Hopefully, the ForEach loop will not do that nonsense this time!
P.S: There must always be an object with the ID value of 0 for the ForEach loop to work. I learnt that the hard way.