When you use create object to create a family object, you get a random member of that family. I request that make it non-random by using an optional variable that will be treated as an index to the specific family member you want. If the variable is left null, then you get random selection still, so we don't mess up projects that utilize this random decision.
This would allow greater flexibility in projects that do a lot of procedural generation, along with I'm sure many other applications.
Example:
One of my projects does a lot of generating and destroying of enemy mobs. All the different types of mobs have lots of instance variables and behaviors they inherit from a common mobs family. When a map is saved (not a whole game save), the save routine has to record into an array all that data for each mob. The load routine has to then recreate those mobs from the saved data when the map is loaded back up. With the create object action as it currently is, there will have to be a create object action and associated supporting lines for each member of the mobs family. With a new variable, there would be just one create object action with a value for the family member index.
I would like to see this implemented by friday.
(jk)
I will be ponderously working around this problem, but I thought it might be useful for other users and future projects.
Thanks.