Step 2: Assign Wind IDs

Few users know of "Automatic Pairing". Even fewer understand it. The secret is, MMF2 automatically matches instances of two different object types according to the order in which they were created.

You can simply Always position all Left Wing and Right Wing objects at (0,0) from Enemy and MMF2 will automatically pair them as follows:

   Enemy #1 + Left Wing #1 and Right Wing #1
   Enemy #2 + Left Wing #2 and Right Wing #2
   Enemy #3 + Left Wing #3 and Right Wing #3 and so on...

But what if some Enemy objects are to have wings while others do not? This will be the case when the player destroys a Left Wing or Right Wing, but not the Enemy. In order to pair each wing with the correct Enemy, we must first assign a unique ID to each object:
The Spread Value action assigns each instance of an object, a different value (stored in the alterable value you specify). These are assigned sequentially, starting with the most recently created instance, which is set to the value you choose to spread (in our case 1); older instances are set to progressively higher values.
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