I'm creating an event that generates clouds randomly to the background. I don't want too many clouds to overlap, however. I want to create events that destroy the cloud directly after it is created if it overlaps too many other clouds.
I tried to do this by using an instance variable to measure how many other clouds a cloud is overlapping, for each loop, and PickedCount.
Event: If object "Cloud" is overlapping "Cloud".
Sub-event: For each "Cloud".
Sub-sub-event: "Cloud" is overlapping "Cloud" => Action: Set instance variable "overlap count" Clouds.PickedCount.
Sub-sub event: If instance variable "overlap count" > 4 => Action: destroy "Cloud".
However, this doesn't seem to work. It seems like in this instance the program doesn't recognize when clouds are overlapping each other.