Hi, I wanna have only a specific instance of an enemy object destroyed when the player attacks it (obviously, only the instance that was attacked). When I attack, every instance of my enemy is destroyed. The same applies when I have the enemy touch an object that makes it jump (all instances of the enemy jump, even the ones that didn't touch the object). Thanks in advance for any help
you are not picking (referencing) the object in your event.
When Construct doesn't know which object is meant all objects are affected.
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How do I go about picking just the instance that I attacked?
For that we'd have to see how you have your events set up.
could be adding a check as subevent of the attack would work,
could be using syatem for each,
could be pichk by comparison,
The short of it is, the player has an attack box sprite that's called when they hit a button. The event is set so that if the attack box collides with the enemy, the enemy loses a point from its health variable. Then I have a separate event where, if the health variable is less than or equal to 0, the enemy is knocked back, spawns some explosion sprites and then is destroyed.
You should post a capx using dropbox maybe, it can help when you need assistance.
In your case, you select all the enemies and make the die. It could come from numerous cases... and a simple instruction could correct it. Without the code though, the only general solution I see is, in the event where you remove 1 from health, add a sub event where the trigger is "enemy.health<= 0" and the action is the animation you put later.
Or if you want to keep the animation somewhere else (because multiple ways to die), you change the trigger with a Function call, and call that same function on the sub event I described before.
As you are starting with C2, all this may make no sense, so I strongly suggest, as did LittleStain, that you post a .capx showing the problem the simplest way possible...
Adding the condition
system for each enemy
to the enemy health check event would probably solve it, but I would recommend reading the manual on how events work, it will make it more clear why this is happening.
How events work