The problem with parent/child is exactly what makes it useful. My onscreen actors, when i want one to follow another, i use x=actor.x, y=actor.y
But a menu....that's when i use child/parent. That's what child parent is for.
It doesnt just set an actor to mirror another, it actually has them share the parent's struct data.
Child x and parent x become the same thing, and child transp in actor control is only to define his transp
difference from the parent.
What this means is, if you parent something to another actor, you can't reference its xy coordinates properly again.
You can't reference anything of that child properly without subtracting the parent values. Its very very hard to do anything real with a child actor.
But a menu....ahh, it works so beautifully. The child buttons sit perfectly on the parent menu background; they move perfectly with it, and when the parent disappears, so do the children. That's why they share transp, THAT"S why they share zdepth.
I have a game where you leave bullet holes in things. When a bullethole is made in an object, it childs itself to that object. Now they share the same Zdepth. It works perfectly. There isn't anything wrong with child/parent relationships.
If you want an actor to follow another, just use x=actor.x; y=actor.y;
