First of all, here is a stripped down .capx with the single relevant event.
I have a sprite named "Enemy" that has an instance variable named "AttackInterval" Every time the amount of time set in AttackInterval is passed, the value is recalculated with choose or random and a bullet is launched from the sprite.
I would like this recalculation to occur for every instance of the "Enemy" sprite seperately so that the bullets are launched in seperately calculated intervals.
When I say:
Every Enemy.AttackInterval seconds -> Enemy Set AttackInterval to choose (2,4)
It does indeed recalculate the variable values in each instance seperately.
But then it only takes the number of the first picked instance into account and the other instances obey to the picked instance, all firing the bullets together.
I'm almost certain this behaviour is intended for other practical uses but the proper C2 syntax to get this thing occur the way I want it is unclear to me. "Every Self.AttackInterval seconds" can not work as "Self" can not be assigned to system objects and my attempts with "pick all" and "for each" combinations have all failed.
The .capx I linked above demonstrates how each instance can be resized according to their own variable but the rest is lost to me. It's probably a simple matter but assure you, I have spent several days solving other seemingly complex problems with my project and am now legitimately stuck. :p
Thanks all for reading.