Thanks for taking time to explain. I do understand how arrays and superstructures work in general. Sorry, my description is not quite clear for the array I had in mind. By 'variable' I meant a 'slot' for something like an effect, and by 'value' I meant different properties associated with that effect. What I meant was this example, where z is the UID, y is the 'slot' number, and x is the various properties of that slot like name and value (minus UID since I'm also storing it in the 'slot' since UID numbers assigned to objects are not under my control so I can't convert them to an index directly without using a Hash table)
3D array that stores values in this form, with each of the matrices below being 2D slices of said array:
________________________________
|UID1 Name1 Value1 |
|UID1 Name2 Value1 |
|UID1 Name3 Value1 |
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________________________________
|UID2 Name1 Value1 |
|UID2 Name2 Value1 |
|UID2 Name3 Value1 |
________________________________
Then I can just search the array by UID for the correct slice or use a hash table of UIDs and Array indices. Not as elegant as using a structure, clearly.
The main issue is that every time an instance of an object is created at runtime, I have to manually do code to insert it into this array, and in addition, for objects created in the editor, I have to run a function that loops through those at the start of a layout and creates their array slices. Every time it is destroyed, I have to do code to remove it from the array. Oh the other hand, with a container as mentioned in my first post, since each object would have its own array that would be created and destroyed, that would be automatic.
So I guess instead of asking "How" to do it with S (I'll figure that out) let me just ask, is it possible to take a family of objects, and every time I create an instance of one of the objects in that family either in the layout editor or at runtime, the appropriate data storage structure is created with S? (Note that just replacing families with S for everything is not ideal since I already have a ton of events that use family functionality that I'd rather not replace. However, putting all the objects in said family also in an S structure and doing it would be just fine).