Deleting certain objects in sequential order

BlowUpGroup objects have 2 variables - “Id” (the number determining the order of the object deletion) and “Detonator_id” (connecting the object to the detonator object). Detonator has just one variable, “Id”, which uniquely identifies the object. All 3 identifiers are set in the scene editor.

This condition:

links the BlowUpGroup objects to each Detonator object, so only those linked objects are checked against the detonator’s timer.

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I see, I guess there isn’t anything else to be set up in the events tab? Just giving the instances IDs?

Alright, I finally understood it and it works as intended, and it’s very flexible too! Thank you so much for your help and patience!

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