It's a bit complicated...
Sorry for the bad title. I couldn't think of a decent short way to explain the issue I'm having. As a matter of fact, without writing you a three page paper I'm going to have trouble explaining it here too.
Anyway, here it is as basically as I can put it. For my game I have a map editor for creating the level for the game. I have different objects which can be added- in this case teleporters. I provide an interface by which the user can choose a different graphics for the teleporter. The graphics are in a folder relative to the game directory. I have everything for this working except for when I try to load a frame to change that specific teleporters graphic it changes all of the teleporters graphics. Every other property will only change on the seleted one. The reason they are all change is because the teleporter active is having it's frame replaced with the new one near as I can tell. How can I work around this? I've made several attempts and I won't bother you with the details of those because they did not work.
Re: It's a bit complicated...
The image data for active objects, like the frames and such, is shared by all instances of the same object. Changing it will affect all instances because they all read from the same shared memory. The same goes for Replace Color actions and such.
To work around it, use an Active Picture instead...if you can work it in that way.
Re: It's a bit complicated...
You can also stack different graphics in the animations of duplicated static objects. Such as in the different directions.
Re: It's a bit complicated...
Awesome thinking guys! Thanks! Big question though, but much memory do Active Pictures take up as compared to active objects? Less, more, or about the same. And are there any obvious draw backs to Active Pictures bearing in mind I only need a single frame for my animation.