so this is my problem:
i have an object called Enemy.
this object is in Family called Enemies (doh).
Enemy has a container with 2 more objects (for example - Foam and Flag).
When i calculate health for enemies i use family Enemies so i cover each type of enemy (if there is more of em).
And everything works as expected, but at one moment i have to remove objects from screen, those that are contained with Enemy because i swap Enemys default animation with something else. Therefore i have to remove other 2 objects from that Enemy with setting them to invisible (if i destroy them whole container goes away).
And there is my problem - when i set those objects to invisible - if more then one Enemy is on screen, each enemy loses those objects, not just the one i've picked. (Yes i've used Pick instance by eval) - when my ball collides with enemy i call a function which passes Enemies.UID, and in function it does pick where Enemies.UID = function.param (0).
blah i'm bothering too much, here's an image.
@Ashley - could you explain why this happens too? does it have something to do with families? containers don't go through families? (are not recognized)? i think containers could be expanded to gain a bit more functionality (or i'm doing a bad design)