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I feel like I'm missing something regarding the functionality of the Emitter here. I've made a guided missile that will lock onto tags. It has a few bells and whistles, things that I wanted to try out.
So after firing, i.e. being emitted, it has a little animation of the fins popping out, then the rocket fires up and it shoots off toward the target. Or at least that's how it's designed. What I'm finding odd is trying to figure out the relationship between the emitted object and the reference object it's based on.
When I want to make a change, I make the reference object visible and make changes there. This in itself is odd because, in the case of my missile, as soon as I press Play my reference missile shoots off and starts trying to find a target...but obviously if I try to stop it doing that, I will also be stopping all the emitted versions doing it too. If I turn off the gadets or the chip, the emitted objects then emit with the gadgets turned off. Or at least it seems that way, I can't actually tell because there doesn't seem to be any way to check on the status of an emitted object. You can't pause, select it and look at what's going on (or at least I can't seem to). Is there a way around this at all?
My main issue though is that I'm trying to have a short delay between my missile being fired and having it start up all it's systems. From my experimentation, it seems like this is because an emitted object always has the exact state that it's reference object has at the time when it is emitted.
So for instance:
1. I press Play
2. My reference missile starts a 1 second timer and then shoots off, as a missile does. This is what I want my emitted missiles to do as soon as they are emitted.
3. I lock a target in my game and fire a missile
4. My emitted missile is not in the pre-firing state because my reference object is still in flight. If I stop it being able to finish it's targeting funciton, I would stop the emitted objects doing that too!
So how can I program an emitted object with logic that involves doing things that may require these kinds of processes?
I thought the 'Emit With Wires' would separate the logic into separate instances but it doesn't make any difference and all my missiles fire without the correct initial state as a result.