Thank you for the answers. Yes, I know Construct 2 pick the specific objects involved in a condition (fur instance, if a thousand bullets are on screen, only the one that actually hits the target is recognized in a OnCollision event) and yes, I've read How Event Works, but my question is a bit more specific.
I'll just explain it with a screencap of my game. Here, take a look: CLICK HERE TO SEE THE SCREENCAP
What you see there is the basic setting for my game. The goal is to outrun and survive an angry mob chasing our main characters. In the screen you can see two of the main hazzards of the game: boulders on the floor and proyectile stones flying from the mob.
Both the boulders and the stones are inside the same "Hazzards" Family, so I can save code when it comes to hit detection. So far, so good; the game does recognize the elements in the Family as a whole and my characters do get properly hit when in contact of any of them.
Here's the thing I want to do: when a flying stone hits a character, it should smash into bits.
So, is there any way for Construct 2 to recognize a specific member of a Family?
It would go like this:
1) Is Family.Hazzard colliding with Player?If so...2) Is colliding Family.Hazzard object FlyingStone?
3) Destroy FlyingStone and create FlyingStoneDebris on its last shown position.Then...
4) Player gets hurt (lowers energy).
The part in BOLD
is the one I am asking about. I have worked around it by asking, after a collision with the family is made, if there is a FlyingStone colliding, in which case it gets efficiently shattered on command, but it would be nice if we could just have a command that returns the name of the Family member in question.
For instance:IF Family.Member is (object) THEN ...
I think I'm over-complicating my explanations... Sorry for that, guys. :-/