I am working on a rather large vj patch, the main objective (apart from getting it done which probably will never happen) is to learn about the intricacies of the max objects.
Within one of my abstractions, I distributed various events to some or all of my player instances using send/receive to avoid the patch cord clutter.
The higher level abstraction though is used multiple times as well, and obviously, the different instances do affect each other via the send/receive objects (as those are named the same due to the abstraction).
Is there a simple way around this (restrict send/receive to abstraction level) or do I have to use direct patch cords instead ?
Look in the max examples folder for "send-receive-hoard-#0". If you tack #0 onto the beginning of your [send] and [receive] names it will turn into a different random number in each subpatch on instantiation. This way you can use the same abstraction, [patcher] or [bpatcher] multiple times without them all sending messages to each other.
when you need to send "stuff" to many receive objects but not to all you are trapped between using #0_ or not.
whatmight be a good idea is to sort your messages by prepeninng indices such as "1 stuff" which will not go to receives followed by route 2 …