Thanks for taking time helping me. I downloaded your cap file and tested it. It worked (of course :] ) and that great. The problem isn't solved though. I may have been unclear in what I was trying to achieve. Ill try to explain better.
I have 1 player object (Call it "PlayerSprite") which i need to test Line of sight to objects from and I have 1 object which acts as both walls and enemies (Call it "Wall&EnemySprite").
I need to be able to test if the "Well&EnemySprite" can be seen by the player.
Now this, you solved if I were to have another object blocking the vision but the problem is that I need to know:
Is any "Wall&EnemySprite" blocking the line of sight to any other "wall&EnemySprite"?
That is:
What "Wall&EnemySprite"s can the "PlayerSprite" see, and what "Wall&EnemySprite is blocked by other "Wall&EnemySprite"s?.
I don't know how well I explained it, but I really only have 2 "Active objects" in the game; a PlayerSprite and a sprite representing enemies AND obstacles. (And I need it that way, as walls need to change to enemies and vise verse in my game)
I Also should say that its kind of grid-based. It's a large chess board so to speak, with each "wall&enemySprite" having a huge number of private variables defining them, Including Alive,Mechanical,Ethereal and Enchanted each together deciding if the object is capable of acting as a NPC or if its "Dead", acting as a wall...
Again thanks for the help, I understand that I'm not representing an easy problem, and than the solution may be to hard (or nonexistent in construct). But I really don't need a Super solution, only a frame-rate over, say 20, as its turn-based. All I need is to be able to play the game on slower PCs with that sort of stable frame-rate. :/