For example: At Start of Frame I have each enemy in their Behaviors write their Fixed Value into an Alterable Value named ID, so that Fusion can differentiate between two enemy Objects that are otherwise the same. This makes it easier to replicate the enemies throughout the game because I can copy+paste them and all of their code to make them function is just sitting in their Behaviors.
BUT of course you have two or more events with the exact same Timer or Loop names, when those timers/loops are called by name it activates them for both enemies. For example I use a loop call to knock the enemies back when hit; When I hit one enemy the others get knocked back as well, because their loops are all named "knockback".
So, instead of going into every single enemy on a frame and editing the timer values, I figure it would be easier to call the Alterable Value ID in the timer/loop's name. For example instead of "knockback" it would be "knockbackID", so each enemy has a unique timer/loop call.
But I don't know how to enter the Alterable Value into the expression editor, it seems to not work. Is there a way to get this done, or maybe an easier way to do this?