Posted By
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Message
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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30th July, 2006 at 07:58:53 -
Hey guys, I've never used the Behavior events section of MMF before and I was wondering is it just like global events that exist over multiple frames for the entire application? I know it says if you have enemies with the same properties (or something like that) you can give them the same behavior. If so, how would I link the behavior to the enemies? Just a simple activate / deactivate event? Any good examples of how to use this on TDC please?
P.S: I'm at work now which is why I can't be more clear about this unfortunately.
Thank you!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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..:.Phox.:..
Registered 18/02/2005
Points 646
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31st July, 2006 at 12:02:05 -
I have that same question...
Profile edited as it messed the layout of the site up.
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]Alpha[
Registered 19/09/2003
Points 245
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5th August, 2006 at 03:49:13 -
me too
All that I see is the years...
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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5th August, 2006 at 20:49:50 -
Awww, and here I thought the answer was coming
Oh well, me boy-o's, it looks like we ol' trial and error method for us!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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deadeye
Registered 22/07/2006
Points 73
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5th August, 2006 at 22:19:41 -
From what I understand (granted, I'm pretty new to MMF), events in the behavior section of an active object's properties get run exactly the same way as anything else. So if you want to have an enemy with it's own behavior on several different frames, just put all the events that run the enemy into it's behavior. Then you can remove the object's events from the frame's event editor, and your object should still behave normally. You can even put in events like "Start of frame" and it'll work just fine.
I have run into a few problems coding in the behavior section itself, though. Most notably, when importing objects to use in the behavior section, you can't import groups. This can be kind of annoying. I found a workaround for this, though... make all of your events in the frame's event editor first, then drag all the necessary events to the active object's behavior when you're done. If you have any events that refer to groups, the groups will be imported along.
I'm using build .118, though... this might not be a problem in .119. I haven't bothered to upgrade yet.
n/a
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