"Oh, I was just referring to what mudmask initially brought up..."
"Seconded! I can't seem to think of a handy way to do this either without referring to the automatically created families of sprites for each spriter object... which could easily mean some quite redundant events."
Ahhh, I see. Thanks.
Yeah, it's a shame but I did something like this/similar to above to get my enemies to flash white. In my case the overall game I'm working on isn't too intensive thankfully (small levels without a lot of enemies) but for bigger games I could see things getting a little out of hand.
The new method seems a bit less tested and user-friendly so I'll probably pass for now on account of not being comfortable using it, but I'll keep it in mind if I think it might be useful for performance or other reasons later on. (It's nice to hear that WebGL effects work without having to make a workaround!)"since everything is in a group, it should automatically pick the correct instance of your scml object for further actions. "
unfortunately, perhaps because my setup is a bit more complicated, this didn't work. I have a family for all my SCML objects, to pick the SCML object from the hurtbox I had to create an instance variable called "OwnerID" and set this when the object is created, then use a comparison to pick the right instance.
Just explaining in case someone else needs to do something similar.
Also, you mentioned pinning an object and all, but is that necessary for enemies too? That would add yet another object to the mix and it seems like a bit of overkill, since that's +1 object per enemy and some extra coding and events to make sure everything works (it has to move the SCML object every tick too). I guess since it's just basic logic and not adding a lot of memory usage or anything it won't have a huge impact but it still sounds inefficient and maybe redundant...EDIT:
Mike, you said at one point renaming files in the Z-Order wasn't intended, but it even mentions it in the help manual:
Just saying since it's a very useful feature and I'd be at a bit of a loss if it was removed...