holy crap it works now - thank you thank you
-- this is actually my second rebuild of the game - previous "installments/versions" didn't have these systems
since i was having trouble with convoluted means of choosing animations for actions
-- first time using functions for example lol
-- and for each >.>
-- also made that last comment before seeing yall's previous ones
./ignore it =]
Edit: and i was late lol
[quote:1h67oa68]No I noticed as I tested your game, that after a while there were 77000 objects, which is pretty uncommon.
But you can always run it in debug mode then you can see that it keeps making them.
I haven't run the game in debug mode, but i've gotten no lag lmao - so i had no idea
[quote:1h67oa68]As Magistross said there are some complications
But it shouldn't prevent you from picking individual family members, you just have to make sure that you work with the correct families. So if you pick a canDamage and then need a genEnemy all of the sudden in that event you have to add that:
Pick genEnemy.UID = canDamage.UID
Which in it self is not to bad and can be quite useful in a lot of cases. But it ofc complicate things a bit if you didn't do it on purpose, as some of the code might not have been made with this intention. And the way you created the families might not really work as well as you thought. And that will cause some complications at some point....most likely
probably true lol.. *crosses fingers*