Thanks, but I’m looking at something more complex here dealing with created objects.
Say you have a level with 2 sections, section A and section B.
-Section A has several types of physics objects, Section B has lots of barrels.
-The different objects in section A end themselves and create the same type of object, but is in a hidden layer (Boxes create boxes, barrels create barrels ect…)
-You start in Section A, Section B’s barrels slow the game down so you make all the barrels create an empty and then end themselves.
-One barrel in Section B creates a master empty.
-When you hit an invisible plane and send a message, Section B’s master empty, (the one with the sensor), tells the rest of the empties to create a Barrel and end themselves.
-The Master empty then goes and creates a master barrel.
-When you leave section B, the master barrel, (again, the one with the sensor), tells all the barrels to create an empty and end themselves.
-The master barrel creates the master empty and you know what should happen when you re-enter section B.
-When you leave and enter section A, it’s the same thing only you deal with the master object telling several different objects to create several different empties and the master empty telling several different empties to create several different objects.
I just need to know how I can use the (master object the only one with a sensor) idea to do object swapping with minimal sensor checking. A .blend file, Ben2610 would be nice to have to help study how to do this, I tried doing this with object groups but I couldn’t get it to work exactly right.