blackhornet - Aye. In my learning and testing, I've found that to be more so the case than not. In trying to isolate a larger problem I'm facing in developing my enemy behavior mechanics, I'm presently attempting to isolate and identify where things work and do not. At one point, I did have the "On path found | Move along path" event set outside the whole series of events and loops that controlled enemy movement. I switched it inside the loop(s) just to test some things...
@Ashley - Thank you, sir! :) Someone newt shared with me a short tutorial on how For Each loops work, so now I'm trying to better implement (or remove) the use of them. My question here is simply trying to better understand the limitations of the functions that the loops have. Kinda like asking, "The rocket fires up...that's its function. But what's its limitation? How FAR UP can it go?" Hopefully that makes sense.
Your point that For Each has no true/false factor is one such limitation (or quality, I guess) that makes things much clearer for future reference.
Ultimately, what I wanted to ensure happen was that ONLY each instance whose path had been found would actually move along the path. This was before I fully/better understood how For Each works. I had previous implementations of my enemy behavior that had multiple instances moving when maybe only one or two should have done anything. That led me to thinking I needed For Each regularly...apparently not.
...Hmm...would it help if I shared my capx?