Right now you just do
System: Create object Sprite on layer 0 at (0, 0)
for the same result. Am I understanding correctly?
Here's an example for what I mean.... say you have a family of particles, that you want to create a single one of whenever a certain object of another family gets destroyed (each particle is different for each sprite).... using current methods, this is not possible... unless you did something like this:
Lets assume sprite1 - 3 are part of Family1, and particle1-3 are part of Family2:
if (sprite1 gets destroyed) -> spawn particle1
if (sprite2 gets destroyed) -> spawn particle2
if (sprite3 gets destroyed) -> spawn particle3
And so on.... now imagine there were 200 objects!!
Now, if there was a system in place like I was suggesting, we could do this... First you would need to set instance variables to determine which part of family2 that family1 will be 'linked' to by giving it the name of the particle:
Lets say that family1's sprite1's variable is set to "particle1", and sprite2 is set to "particle2" etc etc. This could be done at runtime, or in the editor... then :
if(family1 gets destroyed) -> spawn family2(family1.variable)
This would be the only line required to have ALL of the family1 destroyed objects spawn a family2 object. I think it'd be a great feature.... if possible...