I have two identical events but each for a different type of object [Adventurer] and [enemyUnits] (latter is a family but I don' think this should be an issue). One is functioning exactly the way I want it to:
When the object instance variable reaches 0 health
-->Destroy all instances of dummyAttack that targets the object
-->Destroy all instances of dummyAttack created by the object (that has no health)
*-->Set the variable of "target" to 0 for all instances of the object Adventurer
-->Destroy all objects related to the instance with 0 health
So this works perfectly fine when the enemyUnits object reaches 0 health and almost perfectly for when the Adventurer object reaches 0 health except one specific trigger.
The specific trigger that is not working properly is the part for setting the "target" variable to 0, I tested using debug and when splitting up the units like displayed below, Once the top Adventurer dies only ONE of the enemyUnits object has their target variable reset to 0 however the rest are unchanged.
I tested the adventurer death trigger for when the object enemyUnits die by creating a mass of Adventurers and when one enemyUnits dies it properly resets all referenced Adventurer's target variable back to 0.
Events for the Working death of enemyUnits objects
Events for the Not-Working death of Adventurer objects
.c3p Project File: dropbox.com/s/f6b1nsic787hpqu/triggerIssue.c3p