[quote:3t9os9zo]Oh. Sorry, slight misunderstanding! Well, in that case Lost's method should work - or you can use a variable which stores the number of bullets (Object.Count) - only fire if it is less than one. If you expect to use more bullets, you'll have to distinguish that one somehow (by a variable, for example).
Funny you say that JUST after figuring out a work-around using a private variable as a switch. The event only works if the private variable is 0. Pressing the fire button sets the private variable to 1, preventing any further firing. In the same event that destroys the bullet, the private variable is set to 0.
I was using this as a "boomerang"-type effect for a grappling hook thing, hence the "Hand" object. The character reaches out to grab a grapple point, but after a certain amount of distance, the hand retracts back to the character, and of course, we can't have more than one created at a time.