Your suggestion using booleans has worked.
Events changed:
Gif:
Now you have a choice
Follow what i say and come back here with your next issue which you will most likely have soon
Or listen to what i say but also try to understand how i deduced that and start learning to understand it yourself
Kinda fish a fishing rod situation
You can come here for fish and you will get it but you will come back here each time you get hungry
Or you can come here for fishing rod and fish whenever you want without needing help of others
I appreciate your advice and understand where it comes from.
By default I try to understand the events and create them correctly, and if they don’t work even if they logically make sense, I go through a lengthy process of trial and error.
If that fails, I search the forum, and if that doesn’t yield useful results, I ask for help as a last resort, as to not make people waste their time and also increase the likelihood of being further helped in the future (no one wants to help someone that doesn’t put in the effort or needs it constantly).
The big issue for me is, often times, reading the events in the order in which they’ll happen, they seem to make sense, but upon execution don’t, due to obscure details such as:
For each object type event
DO NOT LIKE trigger once or to say it correctly trigger once do not work with it
This is one of, if not the major issue I’ve been having with this engine.
The unspoken, hidden, subtle caveats one only encounters when trying to do something a little more complex than the basics.
Every platform has its own subtleties, but this gets a little more frustrating when it happens in one that presents itself as easy to use.
Syntactically speaking, there’s no reason a “Trigger once” shouldn’t work there. It logically follows if you read the events.
Until you find out it doesn’t.
I’ve lost count of how many times I have thought to myself that maybe it would be easier to learn to code because of issues like this.
So what ends up happening is I may not trust what the event does what it says it does, and may try events or “hacks” that don’t seem to make sense (namely, using a 1 frame animation that lasts 3 seconds because timers/wait actions are unreliable, or using “for every object” events even if they may not seem needed, for instance).
I’ve become extremely wary of using timers and wait actions for this reason, they simply don’t work as intended, at least not for multiple instances.
Now I have learned “Trigger once” doesn’t work with “for each object” type events.
Every enemy or mechanic I make seems like one big box of surprises and uncertainties.
I apologize if my commentary is acidic, it’s not directed at anyone in particular and is just an expression of my frustration in these past few days in general.
I appreciate your help immensely, more than I can put in written form, because seeing those little guys on the screen finally work seem absolutely miraculous.
It really shows your experience and the long road I still have ahead.
Thank you so much.