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It depends whether the objects (volcanoes) you want to control are all one object with just one GUID or whether there are various different objects. If it's just one GUID you can use Set to Next Object of type [guid]. Usually I then set an attribute on that object and notify it out of idle. In the target object's Main loop, it tests that attribute and if it finds it set, it goes into the action (such as erupting) that you have decided it should do.
If the target objects might have different IDs maybe you can set the category to be something Maxis has not used, using the objects' inits.
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)