Got make a 'mental switch' here.
You select (pick) the objects with conditions, the actions work only on the selected objects.
So, say you have a sprite 'ship' and a sprite 'sail'.
Give both a instance variable 'PinID'.
Create the ships, and assign a number to its PinID.
Create the sails, and assign a number to its PinID.
Now all is set up. Now we gonna pin them. Starting with selecting those we want with conditions.
System > conditions > For each > 'ship' ( this picks each ship one by one)
in the same event > 'sail' > compare instance variable ... dropdown = PinID ... comparison = equal to .. value = sail.PinID (this ads the sail with the same PinID to the selected objects list.
Now the actions ........ Set position sail to ship
.....................................Sail > pin to ... ship (the action has no choice then to use only those 2 selected objects)
If you have no intention to destroy 1 of the pinned objects while keeping the other in play, you are better of using containers.
Why ? You only need to create the ships. The sails are auto created on the moment that you create a ship.
Want to pin them ?
When you select a ship, the sail is auto selected to.
So pinning goes like ...
For each > 'ship'
........ sail Set position to ship
..........Sail > pin to ... ship
Also later on in the game. When you select a sail, its companion ship gets selected.
Say, when a sail gets hit by a button, you want the ship to lose speed.
On 'bullet' collision with 'sail'
..... Set speed of ship to lower (ship is autoselected because you selected a sail)
Hope this helps.