You can set a stop() and hide() on the shot symbol instead of sending it to the end of its timeline so that it does not reach your game over trigger and the other symbols can continue.
Thank you for answer, but this is not what I want.
If you know a game "Plant vs. Zombies'' (but I'm not trying make something that complex obviously) or other defending game, where several enemies is going toward you and you gotta shoot them up before they got to finish line. but once one of them hit the finish line than the game is over. So there is more moving objects at the same time which are going to get to the finish line in different time.
Or do I just not understand what you wrote?
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Let say you have 5 symbol. - if symbol 1 is hit, you need to stop it and make its display off unless you have some place in the timeline that shows it inactive or dead. Then the others are still moving toward the end of their timeline. So 2,3,4, and 5 continue. Then if you hit 5, 5 stop() at the inactive stage on its timeline and 2,3, and 4 are still moving.
Is that what you mean?
Yes, that is what I mean. So what I tried was, that I put a trigger at the end of the 1symbols timeline to stop the game if it reach the place. Put the same trigger works for all of the symbols. so no matter I click and stop first symbol) or I don't the time is still going.
here is some draft for better understanding.
thank you again