My enemies, all duplicates, work fine if created at the start of frame. However, if killing one enemy is to create another enemy, the other enemy doesn't work AT ALL. Seems the IDs and Loop index are all out of whack. Any ideas?
An example is always helpful. Much easier to understand and help you with your problem.
What do you mean with "doesnt work at all"?
Maybe you should save the numer of the enemies in a value and if that value changes
(one is detroyed) create another...
I ran into another "duplicates problem" though. I should mention this is in a platformer.. I gave my player the ability to pick up and throw blocks, and I'm having problems destroying the thrown block when it collides with another instance of the same block. More specifically: the detector of the thrown block colliding with the mask of another instance of the same block (It's only supposed to get destroyed if it touches the other block on the left or right side, so I gave them detectors)
I used this code to destroy the thrown block when its detector hits a platform, and that works fine, but it doesn't work when hitting the other instance's mask like I mentioned above. The value "Thrown" is if the block has been thrown and is in motion.
+On loop "Block"
+ID of ("Block_Mask")=LoopIndex("Block")
+ID of ("Block_Detector")=LoopIndex("Block")
+Thrown of ("Block")=1
+("Block_Detector") is overlapping backdrop
-Destroy the moving block and its objects, play sfx, create particles, blah blah.
EDIT: All platforms that are active objects, including the blocks I'm talking about, were given the qualifier ("Group.0"). I just noticed that not only will the block not be destroyed when colliding with another instance of it, it also doesn't get destroyed when colliding with ("Group.0"). Aggghhh
Thanks for any help. Dealing with duplicates sucks.. O_o;