this question follows on from an earlier one from me about spawned objects, where i was still struggling to understand what was happening in the context of the game i’m currently working on; however i think the question is sufficiently different to warrant a new thread:
the problem arises when you spawn two or more objects using an “Edit Object/Add Object” actuator, and then do an “Edit Object/End Object”. this will destroy all instances of that object
if you check the objlist() you see that all spawned objects have the same name (OBMySpawnedObject, or whatever)
soooooo… i think the question boils down to:
is there any way to uniquely refer to individual instances of spawned objects?