The first Array object that spawns is always on th third node. Because of that all the “Possible path node” and “Possible path” lists are always wrong.
Sorry for the delayed response and I apologize if my code is hard to understand. I didn’t think I would need to make it look clean in case anyone else saw it, but here we are.
That isn’t the issue, though. Since I create a list containing the three main values needed to spawn an edge clone in the correct position (the X position next to the clone, the Y position of the clone, and the Y distance the node needs to move to reach the corner of the clone), I set it up so that at the start a = X position o = Y position u = Y distance. Because all of these values are stored in a single list, I increase a, o and u by three each time to keep the indexing consistent.
Anyways after i ran the code multiple times this morning the array now finally mostly starts on node one. I have no idea why or how since i didn’t touch the code, but it mostly runs successfully even tho it still spits out the lists wrong. I can’t see why it does that but at leastmy original problem is mostly fixed.
On a side note, I’ve run into some issues when trying to get the length of a level clone. For some reason, the block doesn’t return the actual length of the sprite but (I think) the length of the entire canvas instead. This has caused some scaling problems when determining where the edge clones should spawn.