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eyeangle



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9th June, 2009 at 10:45:13 -

I've designed a whole custom movement, and it's the same for every level of the game. I have about 100 levels so every time I have to change something I have to go through all the levels and paste the new event.

I decided to put the custom movement events in the Global Events in the games properties tab and save myself a lot of time. But it says:
"Cannot paste the events: the origin events contain reference to a qualifier."

My custom movement has about 3 different qualifies that represent heaps of different objects. How do I get around this problem. I could go through and change each qualifier event to the 10 objects it qualifies for, but there must be an easier way. Thanks.

 
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MBK



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9th June, 2009 at 11:36:06 -

Umm .. what's a qualifier? ... maybe try using an ini file instead of the qualifier? ... I don't remember, but I'm guessing that a qualifier is something similar to an alterable value.


 
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9th June, 2009 at 12:44:26 -


Originally Posted by MBK
Umm .. what's a qualifier? ... maybe try using an ini file instead of the qualifier? ... I don't remember, but I'm guessing that a qualifier is something similar to an alterable value.


No, a qualifier is a way of grouping together activies. For some reason qualifier events can't be transferred into Behaviours or global events.

Sorry OP. You have to copy/paste them events each time.

 
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Spitznagl

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9th June, 2009 at 16:22:10 -

Just make a level editor, this way, all the gameplay should be in one frame, so, no need for global events

 
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AndyUK

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9th June, 2009 at 18:08:55 -

Uh, thats easier said than done Sקɪтzпαɢʟ.

 
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9th June, 2009 at 18:29:21 -


Originally Posted by AndyUK
Uh, thats easier said than done Sקɪтzпαɢʟ.



Indeed.
But isn't it a working solution? And there's been loads of level-editor examples submitted lately.
I'm sure there must at least one of them wich is opensource, so he could just adapt it to his needs.

 
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Ricky

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9th June, 2009 at 19:12:33 -

Yeah, level editors really are the way to go.

 
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9th June, 2009 at 20:36:01 -

Except not all the time. You lose some control when using a level editor and memory usage goes up (since you either bundle all your graphics into 1 frame or use external).

 
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9th June, 2009 at 21:04:17 -

I get that you increase memory usage, but how do you lose control? I would think that you gain control since you can now give different instances of the same object, different initial alterable values. That's just one example, I'm pretty sure there's tons of thing that you can do better with a level editor.

But then again, you have to ask yourself if its worth it to make one. If you are spending more time making the editor than you would have making the levels in mmf, you should probably just stick to mmf's frame editor.

 
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MBK



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12th June, 2009 at 02:08:33 -

But, if you used an ini isn't that sort of the same thing? ... I don't get it. ... I mean, can't you just set 10 seperate items to use the same ini value? ... Isn't that like a grouping? .. Can't you use that ini value to test conditional events? ... what's the difference? <scratches head>

I guess I should learn inis instead of guessing at everything. ... lol.


 
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