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DaVince

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6th November, 2006 at 18:26:30 -

- Always
+ value of (object) < (amount of objects)
= spread value 1 in (object)

 
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Werbad



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7th November, 2006 at 02:31:37 -

First of all, it is never nessicary to add an Always + another event... Second of all, that event will fire all the time anyway since there always will be objects with a value lower than the number of objects (Unless there only is one objects ofcource)

 
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-Nick-

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7th November, 2006 at 07:16:57 -

Going a little off topic, but since we're discussing 'always', what is the use for 'never'. I genuinly cannot see where i would use it, because it stops an event running? Sorry if i'm being stupid .

 
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DeadmanDines

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7th November, 2006 at 07:36:06 -

Heehee, gotta love your avatar Noober!

As for NEVER, I think it's used to test events. If you have a bug in your game, and you don't know where it is, you can just keep shoving 'never' conditions into various events to stop them working. If the bug goes away, you know the error is being caused by that event.

It's better than deleting events, since you don't lose all your actions. Although personally, I just create a group, deactivate it, and shove the event inside that. I wish you could just tick a box next to event lines to disable them instead of bothering with 'never'.

EDIT: LOL, Phizzy beat me to it!

Image Edited by the Author.

 
191 / 9999 * 7 + 191 * 7

-Nick-

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7th November, 2006 at 07:48:22 -

Ah, i never actually thought of that. I usually just drag all the events into a disabled group, which is a little faster anyway.

 
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axel

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7th November, 2006 at 09:31:40 -

Sorry about my earlier post Dines, you posted while I was typing my reply. It was actually aimed at DaVince.

And yer doing it wrong DaVince! There's no need for any fastloops, no need for always conditions in conjunction with other conditions, and using fastloops won't make it faster. To spread a value in all instances of an object, even new ones, just use:

* Always
- Spread value 0 in "Active"

'Kay?

 
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Deleted User
7th November, 2006 at 09:37:27 -

http://en.wikipedia.org/wiki/18th_century

 

DaVince

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7th November, 2006 at 09:40:30 -

I never used any fastloops?

 
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7th November, 2006 at 09:46:35 -

I found another site of interest:
http://en.wikipedia.org/wiki/Den_Haag

 

axel

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7th November, 2006 at 11:50:41 -

DaVince: No, but Tyscorp used fastloops, and you said his code was more efficient

 
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DaVince

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7th November, 2006 at 15:22:51 -

I said it was FASTER at the start of the level, if used correctly. Not that it gives much of an advantage, though.

 
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DeadmanDines

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7th November, 2006 at 15:51:59 -

...which is the bit I don't get, cos I don't see how it possibly could be faster

 
191 / 9999 * 7 + 191 * 7

DaVince

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7th November, 2006 at 16:08:36 -

Ever seen that demo with around 1000 stars being put on screen one by one with an "always" loop and a fast loop? The fast loop places them almost immediately where the always event takes around two seconds to do it. That's what I meant with it goes faster.

 
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DeadmanDines

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7th November, 2006 at 16:23:42 -

The reason for that is that Always is creating one star per frame, whereas Fastloop can do hundreds of stars per frame.

The difference with Spread Value is that it already fastloops within the Spread Value function. It'll do this if it's triggered from Always, a Fastloop, or even a single 'Start of Frame' condition.

You can test it by doing a 'Space key is pressed' condition and spreading a value with that. Even though the event triggers once, it'll ennumerate all objects.

 
191 / 9999 * 7 + 191 * 7

axel

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7th November, 2006 at 16:37:17 -

You f00l, DaVince

Just open up MMF and try it. You don't need fastloop, it does it automatically! That's what we've been trying to tell you all along

 
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