Is this possible?? For instance you have a character select screen and then this character is loaded at runtim. the problem is having to code your movement for EVERY possible player. can you not just add/remove them from qualifier groups at runtime??
Just choose an alterable value which isn't used for anything else and set that to 1 when the object gets the qualifier. An instant way to identify the object! Alternatively, and i haven't tried this, but you could list all the objects fixed values in an array and just scan through and compare that. That sounds like a good option.
i was hoping to create my movements and assign them to a set qualifier and then just add the chosen charcter to that qualifier etc... I don't think this is possible with values is it?
Well all a qualifier does is identify objects in one 'class'. If you give all the objects an alterable value of 1, this could be the 'class'. Set it to 0 and they are no longer in the 'class'. I say class, cos i don't really know what the right term should be.
This wouldn't work for what i am trying to achieve.... If i create an object in the frame editor and add it into qualifier group Player i can then assign actions direct to the qualifier in the event editor. I want to use this feature to create my engine in the event editor then at Runtime perform the following actions:
Start of Frame:
Create "Chosen Player" at 0,0 "Base Object"
Add "Chosen Player" into Group.Player
Destroy "Base Object"
This would then give "Chosen Player" the same events and actions as Group.Player. Using Values would not provide this feature hence the reason i need to use qualifiers. If it can't be done i will just have to hard code each individual characters movements into the frames
Start of Frame:
Create "Chosen Player" at 0,0 "Base Object"
"Chosen Player": Set AltValue1 to 1
Destroy "Base Object"
You wouldn't have to necessarily recode everything for each character. You could keep common functions (running/jumping/what have you) in the basic group.Player event group. Then, for each different character just add their specific code to their own event group and activate them at runtime.
is that not a bit memory intensive?? i would have to do this twice per frame though you see as there are 2 characters on screen at any one time. the first being player controlled the second being CPU controlled so this would take some time me thinks. i suppose i could code it all into the behaviours of each one and duplicate them so that there are 2 of each character with one of them being player controlled and the other being CPU. again this woud be memory intensive though.
I think having the option to dynamically change qualifiers at runtime would enable this to take place without ipacting severely on memory usage. i have requested this on the CT forums.