- Edited
thankyou for reaching back out, especially so quickly. I do really appreciate that. I had tried using global position as well, and it instantiates in the files location. if i use the print() func it still show their positions relative to the file, so i dont believe its loading one frame and then "poofing" back into place, which i read something about somewhere. i also read that rigidbody2d cannot be updated once they are instantiated (somewhere) so i changed the order of placement to update before adding child. Unless i update the location inside the 'main' script the signal wont change where its broad casting from. I have a 'points' node with two children attached directly to my player script, i believe that is the correct method as well..... is there such a thing as a bug for something like this?
EDIT: i remade the signals in a separate project entirely and the print() function was not showing up in the output but it was registering with the "!" symbol count, so it was "working". possibly leaning me towards a bug of sorts. i reloaded the editor and the print() func worked without changing anything. I then set my variable to position/global_position respectively and nothing seems to change. I feel like i am attaching the nodes correctly in their scenes and broadcasting my argument properly though not the information i want sent out. The fact that there was some issue with print determining the child i had picked makes me feel like this is something funky with the software or maybe my copy???, however with my level of experience.... more so the lack of experience... my most basic deductions keep pointing at ME being the problem. PLEASE.... anyone who can offer anything else to check, im starting to really see the parody of naming this engine GODOT.... in reference to the play.... though not as initially intended...