I’ll do my best to explain what I’m trying to do, the issue, and if I can remember how to post images, I’ll post screenshots of the events.
I’ve got a twinstick shooter. Each player has two objects. Player and MasterGunSprite. that are created when the player loads into a scene (I have “Take Ownership” after each). If I enter the lobby game with just one player, everything is fine, until I move that player past 0 on the X axis. Flips the MasterGunSprite. That’s the easy one. I probably will locate the issue pretty quick once I dig into it.
Before that, though…If there are multiple players, all instances of “MasterGunSprite” move to the Player of each test window. So Player 1 sees all of the guns on his Player. Player 2 sees all instances of MasterGunSprite on his character. My thought was that I need to make a constant event with the condition “If MasterGunSprite” is owned by Player, with the action being "Change the position of MasterGunSprite to Player.CenterX, Player.CenterY. But this didn’t change anything.
I don’t think I’ve ever uploaded images here, so hoping I did it right. You can see the events in the first two shots. While the graphics are horrendous, you can see on screen one that player 2 does not have a weapon, and player 2’s screen shows that player one doesn’t have a weapon. all weapons are going to the player controlling the given screen. If more info is needed, let me know! This is a HUGE game. Extremely complex compared to what I’ve done in the past.


