[quote="Ashley":1b379vbz]You must be doing it wrong. Families obey ordinary object picking rules. In that event, only the objects that meet the event will be affected.[/quote:1b379vbz]
Got it working! Well, sort of.
[quote="Ashley":1b379vbz]Crashes are always bugs
, please submit them to the tracker so we can make Construct more stable!![/quote:1b379vbz]
Just submitted that one and another which was bugging me, though is the tracker working properly? Can't see any other listings like before.
[quote="Ashley":1b379vbz]See the attached file. It's a quick example proving events involving families work only on the right instances. It's also got a quick and dirty health bar implementation. The health bars are not in a container with the objects, they just 'naturally' pair up one to an instance if there's the same number of objects of each. This works with ordinary types as well and can be very useful. Hopefully it will help you see the real use of families. They can save a LOT of repeated events. I don't know how I'd manage without them![/quote:1b379vbz]
At first I tried making it custom, though then I discovered containers and thought I wasted my time since it does it for you! Ah well, the method I was trying to accomplish was much too complicated anyway. Yours is so simple and yet accomplishes the task perfectly. Mind if I use yours?
Ah wait, but I'm spawning enemies... Is there a way to create the same numbers of bars as enemies? Wait, I could just spawn a bar along with an enemy!
Thanks for your help. Guess my understanding of families wasn't too far off.
EDIT: I tried replicating your destroy method, though I'm using boxes and texts which don't have a pick random action. Is it possible to add those in future builds?
Also, this may be a little off-topic, but is there a way to make an object move towards another while keeping the grid movement? So far I've been using rotate to player with a bullet, which complete ignores the grid movement and goes directly towards the player.