I’m beating my head against the table here!
I want a sequence where I want the same kind of objects to spawn in certain spots at random. Everytime the timer hits X, the object is created in the designated spot told by an RNG. The problem is, these objects use Spread Value to separate themselves from each other: ID values. However, a major drawback I’m realizing from “Spread Values” is that newer objects will always take the lowest number while older objects will have their IDs replaced with older ones. It’s normally fine if the objects are created upon start-up: however, once an object is created due to an event, the other objects go haywire because their relationship with one another has been compromised by the change in ID.
I wonder if you can make the “Spread Values” work backwards: make the newest object take the latest ID number while the older ones keep theirs. Or at the very least, does someone have a way to circumvent this problem? It’s giving me a massive headache!