The pick random block piece is the one causing the issues. Using "System > Pick Random instance" works, but for some reason it ignores some of the blocks. Using System > Pick nth instance for some reason picks them in order and still skips blocks. Using "Block > Pick Instance with UID Random(Block.UID)" also works but again does them all in order even though I am specifying random... But at least it does get all the blocks now and I am not left with 4 or 5 that it just ignores all together.
The goal is to clear them all, and do them in a random order. So random block is picked, all enemies target it, once it is destroyed a new random block is picked. Here is the current and 14th or so iteration of the logic, I have scrapped generating the grid of block on the fly because it caused random oddness here and there. Currently I Have the state and the animation frame tied together so that as the block is damaged the state changes which updates the animation frame. Note that I have also added an event that sets the state and animation frame of the block as soon as it is picked as the target so that I can tell which one is being targeted before it gets hit. This is just to allow me to make sure that the block being targeted is the same for all enemies at any particular time. I also have a shot variable to control the number of shots an enemy can take so that the blocks do not get cleared out to quickly. BluePhaze2013-04-15 08:31:47