Suppose you made a container with in it a ship, a truster and a radar.
Rule 1:
When you create a ship. A truster and a radar will be created on the same position as the ship.
Yes you can calculate and reposition the origins of the truster and the radar so they will fit where you want them.
Origins can be way outside the sprite. That will work (besides that you will have trouble rotating truster and radar)
If that is a good practic, i let you decide.
Rule 3 is also present in rule 1. Because after creation, the created object will be in picklist. Hence, it is a pick action.
Rule 2:
Is what it says.
Rule 3:
If you pick a particulair ship, based on conditions, the right truster and the right radar are also in the picklist.
Any action targetted to that particulair ship, will only target that ship. Moving that ship will not move the others. No sync. But, the right truster and radar is picked. You do not have to make a new pick event. That is what the rule says.
Meaning, you have to move them anyway. Can as well move them on creation too whit exact the same actions.
Rule 0:
But why fiddle with the origins? If you still have to move things anyway.
Can as well use imagepoints, you directly see where they are on the sprite that matters. And origins stay where you might need them to easely rotate.
But it is up to you. Althought, did't you say dat moving the origins is not that easy ?