I've got a question about Parents as well, by the way.
In the creation event of the Parents, I set a bunch of variables. Is there a way to set a variable to each object following the parent but them them differently? When I do, it overrides everything the parent set.
//Parent Creation Event
//Child Creation Event
//Everything in the Parent's creation event doesn't do anything, due to playerteam overriding.
Just saw there is a Parent Call Function, thanks GML buddy for the code... Nevermind, got it. /> And thanks very much Physco666 for your help.
Actually, that With All looks like it's exactly what I need. An no, there won't be 500 objects in a room.
Thanks for all your help! Hehe, I dunno how I did it, but it worked. I decided to change the code, and set Object (up the top) to Par Player, so will duplicate code, for a parent or beasts etc.
Anyway the with (all) didn't work. But over the night and all morning, I got so many errors. But yeah, it works fine now... Thanks a lot.
Currently everything works fine.
What I need to know, is how to I get it so that clicking the arrow check every instance (not object) for the variable. I will only have one instance at a time with the variable set to 1. This way in the events, I won't need to put in (If obj_monster1, obj_monster2, obj_monster 3 etc) At the moment, it's problem is the action is checking all the wizards because they follow the par_player object as it is the parent. However, when checking if it has the variables, it doesn't seem to comply unless only one instance of an object following the parent is in the room.
How do I make clicking the arrow move all objects in the room that has moveselected=1 without checking what the object is?
Because I plan to have a lot of different objects that can be used, not just those 4 wizards and having a global variable that can be called from any object would be so much easier.
What you said would work easily, it's just I'm needing to check multiple different objects and specific instances of those objects.