Checking the instance variable is passing through the code.
It's an propositional issue, but I was using it to check opened doors and the collision masks behind it, when the door with ID 1 is open, the mask with ID 1 is smaller, allowing the player pass through.
Here's a video explaining the issue:
I know, my English is terrible, but I'm working on it too xD
What exactly is wrong with the .capx you linked to? It appears to be working fine.
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What I can't understand is why the code is deleting the sprite3 instances with different IDs with only one trigger.
Ops, there was a mistake on the code, my bad.
Here is what is happening:
The first code is working fine;
<img src="https://dl.dropbox.com/u/47035927/temp/sample1.png" border="0" />
The second code is setting the Scenario Mask with ID = 4 to be with the height = 225 when you press the Button with ID = 1, but how it's happening if it's inside a code where is checking the Button ID = 4 and not ID = 1? It's wrong? I'm misunderstanding the event system?
<img src="https://dl.dropbox.com/u/47035927/temp/sample2.png" border="0" />
Sample file is on the same link, updated: dl.dropbox.com/u/47035927/temp/instances.capx
You're right, there appears to be a problem with triggers in subevents. In your example you can code like Door 0 and Door 1 to work around the problem, but Door 2 and Door 3 show the bug and I'll try to fix it in C2 soon. However it does change a fairly important aspect of how triggers work. We've got a stable build coming up so I think it would be risky to change the code before that is released, so I'll wait until the next beta release and try to fix it for that.
Thank you very much.