I had an older topic about this engine, but I think I might as well start a new one, considering it's been a couple of months.
For context: I have a modular platform engine with multiplayer functionality that can incorporate any number of characters who can interact with each other, using a linked series of objects, starting with two objects for a Player, and a second object to handle that player's controls, enabling customization for controls. The second set of objects is the actual player character and the 'skin' that visually represents that character, both objects are also assigned to families. To make this work, 'for each' loops are used to link the Platform object with the right input object. Certain events that can't go in this specific loop, such as trigger events, go in a separate set of sub-events.
Well, here's my problem - while this is all fine and dandy when every player character is unique, but if there are two players with the same character, then there are inevitable conflicts. Player 1 will control just fine, but Player 2 will not only control slightly differently, but also hang up at the end of certain animations, which are supposed to transition back to the "main" action. Note that the problem areas are triggers.
Now, the big question is, how do I get both players to work exactly the same without having to create a whole bunch of new events to work around the triggers?
.capx here, of the stripped-down version of my engine with just one character with two players, for simplicity. Requires r159, Personal/Business Edition.
Player 1: WASD for movement, hold Shift for running, mouse buttons for attacking.
Player 2: Arrow keys for movement, JKL; keys for jumping, basic attack and running, and control for secondary attack.
Sorry about the lack of comments in the events, but hopefully you'll be able to get a good idea of what I'm trying to do with them.