kinda
the idea of the family and the arrays are separate
you can add several things to a family, and they aren't thought of in any particular order
they are just together
like a regular family or container
you can also have an array
this is ordered, you can add stuff to the top or bottom, remove stuff from the top or bottom
you will probably be able to do this to the middle as well, but I need to test the efficiency
you can put arrays inside families, and you can have arrays of families
you could create a family called 'item'
[item]
sprite object of item
string object's name
number for the repair level of the object
you can access it all as if it were one thing, the commands will be different than with private variables, but you will be able to access the name as if it were part of the item
if item sprite collides blah blah blah
and item name is "sword"
-1 from item repair level
you could make an array of items called 'inventory'
and then access them by the name inside item
by an index in the array
and you can pop or push them to the bottom or top of a stack
then you can make another family called 'character'
[character]
string for name
number for hit points
inventory (the array of items)
then you can create an array called 'army'
which would be an array of 'characters'
as I said before, you'd be able to create a random group of objects and put together families randomly for one time use
like remembering a group of objects a character encountered,
or a list of coordinates
but this is an example of how it could be used more powerfully through organization
and solidly defined containers
as for the stack controls you could have,
pick bottom, pick top, push and pop bottom or top
for starters,
but any suggestions anyone has, let me know
oh yeah, and when exactly do you need the double family hack again?
I haven't had to in a while, and I don't remember
it falls in this general area though, and a more logical workaround is probably possible here
also, if anyone has any ideas for what this object should be called...?