Thank you for this amazing plugin/behavior. It helped me solving problems I was facing to on almost every project I've worked on with Construct.
I just have one question. Instead of "creating" an instance of a selected sprite with a specific nickname, would it be possible to just select this sprite ?
I'll give an exemple to my issue, which is not really an issue, but you'll see what I mean :
Imagine I have a monster family, which contains :
- troll
- skeleton
- justinBieber
It also their nicknames.
Now I have also a gibs family which contains this :
- trollGibs1
- trollGibs2
- skeletonGibs1
- skeletonGibs2
- skeletonGibs3
- skeletonGibs4
- justinBieberGibs1
- justinBieberGibs2
These are their nicknames too.
Now here are my events spawning gibs for any enemy :
[attachment=0:1h38umtg][/attachment:1h38umtg]
That's pretty simple. If the dying enemy is names "skeleton", the loop will look for sprites which have a nickname like "skeletonX" where X is the loop index.
Basically, it will pick the nicknames skeleton1, skeleton2, skeleton3, skeleton4, spawning the current gibs at each stop of this loop, and when it can't find skeleton5, the loop will stop.
It works perfectly, exept I don't know how many gibs will spawn when I create the first instance, It even could be 0, so I must destroyed the instance I had just created in my actions in order to launch the while loop which will decide how many gibs (0 to arbitrary number) must be spawned.
I don't know if I explain well, I'm not fluent in english !
Well, basically, ma question is : instead of having "nickname : create [instanceName]" would it be possible to have something (action or condition) like "nickname : select/pick [instanceName]" ?
I guess it's not, because you can't access any sprite property if there is no existing instance… Am I right ?