# Moon Patrol help plz

**URL:** <https://forum.kirupa.com/t/moon-patrol-help-plz/59095>\
**Category:** programming\
**Created:** [July 28, 2004, 12:55pm UTC](https://forum.kirupa.com/t/moon-patrol-help-plz/59095 "2004-07-28T12:55:49Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Moopers](https://avatars.discourse-cdn.com/v4/letter/m/b782af/32.png) [@Moopers](https://forum.kirupa.com/u/Moopers)\
**Post date:** [July 28, 2004, 12:55pm UTC](https://forum.kirupa.com/t/moon-patrol-help-plz/59095/1 "2004-07-28T12:55:49Z")

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ok, i’m making a Moon Patrol game and i have run into a problem.

i have three enemies; copter, balloon and gas canister.  
well, i can easily shoot them all down.

here comes the problem. i copy and paste the enemies scattered around the area. when i go and try it out, only the original can be destroyed.

i think i know the problem which is you shouldn’t copy and paste, but any suggestions on how to do it?

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**Author:** ![system](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/6/2/621e5c11736f46532526e61be85940af4230f3e5.png) [@system](https://forum.kirupa.com/u/system)\
**Post date:** [July 28, 2004, 6:51pm UTC](https://forum.kirupa.com/t/moon-patrol-help-plz/59095/2 "2004-07-28T18:51:11Z")

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When you did copy and paste the ennemies ,  
did you took care about their instance names .

\> On your player when he shoots the ennemies u must have code it for the “original” one , just make sure it refers for the instances .

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<div class="post-metadata">

**Author:** ![system](https://canada1.discourse-cdn.com/flex011/uploads/kirupa/original/3X/6/2/621e5c11736f46532526e61be85940af4230f3e5.png) [@system](https://forum.kirupa.com/u/system)\
**Post date:** [July 28, 2004, 10:57pm UTC](https://forum.kirupa.com/t/moon-patrol-help-plz/59095/3 "2004-07-28T22:57:33Z")

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it didn’t work by copy and paste, it only works if you duplicate the symbol. is that the only way because i’ll have a lot of symbols by the time this game is finished

also, i’ll need a new  
if (this.hitTest(\_root.enemy)){  
\_root.enemy.gotoAndStop(2);  
}

for each new enemy
