ok like,heres how it would look in the expression editor:
set alterable value a
X("active")
but I want active x to be relative to another objects position that I'm setting alterable value A to.
hope that makes sense!
and Steve,it's not that simple,I know how to do that,but it's like...um
comparing them when the first part of comparing them hasn't been done yet.
like instead of something simple like set x position relative to X("active")
it's setting an alterable value to it,then setting it relative to another active.
Gosh this is hard to explain.
Depending on whether the first object is to the right or the left of the second object, just do X("Active") - X("Active 2") or the reverse. That will make it relative.
Well, if the relative X and Y formulas are stored separately, then just do another for the Y. Otherwise I'd say yea, do the 4 events.
If you need it to be exact distance from the other object and not an X or Y difference, then use the distance formula ( Square root of((X1 - X2)(X1 - X2) + (Y1- Y2)(Y1 - Y2))) or a math extension to determine the distance between the objects.
Maybe I'm misunderstanding the problem... but both bases have been covered so I don't see what else it could be. Maybe you could clarify?
the whole reason I'm doing this is for rts style movement,It figures out the distance of the Cursor (which is active 1) from the player that is selected (group.1).
Oh, well that's not the correct syntax. I don't know if MMF2 has a built-in square root function, I use an extension in TGF1 for that. Find the best way to get a square root, and voila.