How do I manage multiple instances of objects interacting with each other, when their values/ID's are different?
I've used Spread values, Loop Index, and ID's to match up all of the following objects. It's been working great so far but now things are just getting confusing ^^;
For example: Using the PMO, object masks, and object bases, I have made 2 Mario Koopas. You jump on one Koopa and it turns into a shell, so its value "Shell" = 1. Then you kick it, its value "Shell_Kicked" = 1, and it starts moving.
Now, basically what I'm trying to do is:
+Koopa#1 "Shell" = 1
+Koopa#1 "Shell_Kicked" = 1
+Koopa#1 Collides with Koopa#2 (Who's shell values are 0)
-Change Koopa#2 animation to dead
-Move Koopa#2 mask and base to layer 3
-Koopa#2 (PMO) Jump
-Leave Koopa#1 exactly as it was
I'll need to do the same for when the Koopa#2's shell values are different, as the results are different too. I dunno, it's like I need to combine 2 different events into one or something. Thanks for any help, I'm stumped :T
I can upload an example of what I've got,if needed, but it would take a while to strip everything down D:
