I'm having a little issue here. I have an object with Private Variable "Health" on the layout I want to take damage, then to be destroyed, THEN immediately respawn outside the screen after it is destroyed.
Works fine with groups of objects, works fine by themselves when they're destroyed individually, but say two (or more) happen to get destroyed at the same time, it only registers one object as being destroyed, despite the fact that two have been destroyed. Thus in my scenario, where I want a new object to be created when another object is destroyed, I only have one new respawned object, despite the fact two have been destroyed.
For instance, if I systematically destroy two objects at a time (on purpose), I can slowly dwindle the respawning objects to 1 object on screen, despite the fact that I may require 20 enemies on the screen at once. Of course, once I'm down to 1 enemy left you can't kill two at a time, so, at that point the private variable thing isn't really an issue. haha.
It's not a big deal, but it is something I've run into. I'm experimenting with different applications of weapons that a player can upgrade to, and it seems like occasionally I'll start with a group of 8 or 9 enemies, and after a little bit of playing I'm down to 3 or 4. I want to start using larger projectiles and beams that can destroy a couple of enemies at a time, but if they're destroying all at once and not all performing the same actions I want then I may have to rethink how to do this by hiding, say, 20 projectiles at a time, behind a dummy "laser beam" graphic.
Anyway to get around this?