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  • I think the way to do this is to pass the uid of the object as a parameter, then pick the object back, so you can use the instance variables.

    How would I go about doing this?

  • How do I make a function's parameter the object for an instanced variable?

    So basically what I'm trying to do is "(Function.Param(0)).FlipDown"

    (FlipDown being the instanced variable in the object named by "Function.Param(0)" )

    Is it even possible to name an object using the Function.Param(0)? Can I do it through global variables? Thanks, if you need more details, ask.

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  • I don't see any event where you set the text..

    Oh my gosh when you said that I was like "Wait... Oh yea!" and realized the problem... Thanks

  • So, my problem is that my hit markers in my game show the amount of damage dealt to the mob, but when one changes text, they all change. Eg.

    (All of these numbers should be different and were different when they appeared until the next one appeared)

    I've set up the markers by using the following events and actions:

    (To make sure I have no text hanging off of the screen whilst still maintaining random marker locations)

    (How damage is calculated)

    (How I'm creating variety of damage)

    So basically, what I'm asking is how to make the hit markers keep the same damage that they were showing earlier, because they change every time I hit the Mob.

    Thanks,

    Collin

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