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Thread: Clones, and Values

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    Clones, and Values

    I'm wondering. How do I keep my cloned objects from inheriting all the same attributes as another...I want them to function the same, have the same varioubles...but when I do stuff to them in the event editor, I want it to attach to each one seperatly... like I have one bad guy..cloned him...when I change his animationg to dying I don't want them all to go through the animation change, stuff like that.

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    The conditions of the object (and also the Create Object action) filters the object clones (or instances) so the actions only apply to them.
    For example, if you have Alterable Value A of "Object" = 1 as a condition, the actions will be applied solely to the "Object"s that have Alterable Value A of 1.

    To distinguish between clones, you need to use "spread value" action on one of the alterable values, and use that as the ID.
    If you spread the value 0, the first instance of the object will have it's alterable value set to 0, the second 1, the third 2, and so on, and you can use the condition above in a fast loop to iterate through all the object instances.

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    also, i'm pretty sure when you make a condition it filters top-to-bottom. Like, it'll test instances of the object against the first condition and then only if it passes that will it be tested for the next.

    For example if you have a condition which says something like,
    enemy is in x zone
    enemy health is 0

    it'll only apply to instances of "enemy" which fulfil both those conditions. Other instances will be untouched.

    If you look at the "pick or count" stuff i'm pretty sure you can manipulate it further, like selecting (at random) just *one* of the objects which passed the previous conditions rather than all of them

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