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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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29th September, 2009 at 23:43:12 -
Update mmf2, it works perfectly on R249
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MrMcFlurry
Registered 03/08/2009
Points 89
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29th September, 2009 at 23:51:22 -
Mm, im on 247.
But, either way, your example seems to replace removed objects,which i wouldn't see being a likely application in the game, but, whatever, 2 examples there for him to use.
/brofist
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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29th September, 2009 at 23:57:21 -
Ahh, I think you missed the second example. Anyway here are both the examples I made.
Here is the original example:
http://www.jsoftgames.com/pickfromgroup.zip
Here is the updated one for the game:
http://www.jsoftgames.com/pickfromgroup2.zip
Also I fixed the 1st example by removing the spread value part, that was the part that was causing your confusion MrMcFlurry because it gave the illusion that the objects were being selected "as they were come across" when infact they were just being arranged in order after they were selected.
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MrMcFlurry
Registered 03/08/2009
Points 89
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30th September, 2009 at 00:20:25 -
Well, what i see in the first example (for some reason i cant install the update automatically...will try manually) is that it only picks from the blue objects, the rest are ignored.
your update halfway fixes this, but still, it only picks one sort. it'll pick either 10 yellow, 10blue, 10 purple, 10 green or 10red. not a mix
still, this might be related to the update.....but the latest download on the clickteam site is 246 =/ annoying
Edited by MrMcFlurry
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eski
Registered 20/09/2009
Points 39
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30th September, 2009 at 04:12:15 -
Ok, i dont have the newest update so there is somewhat buggy in the program from urban. i tried your stuff flurry and it worked almost.
The source that you had before worked well but after the alter there is something wrong..
i copied the code to my file with the items that i am using but there is something wrong.
It always picks the same object as the first item and sometimes it picks it twice, so when you click it there are two items that disappear from the stringbox. The item that it picks is the fruit basket
i uploaded the file.
http://www.mediafire.com/?mtgj2kz1mjn
I deleted all of the background images to ease up the size...
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MrMcFlurry
Registered 03/08/2009
Points 89
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30th September, 2009 at 09:27:10 -
double click the magicdeque object, set it to 0-based.
it defaults to 1-based. that is, the first array entry should be entry0, but atm, it's one. so looking for entry0 returns 0, i.e. the first object.
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eski
Registered 20/09/2009
Points 39
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30th September, 2009 at 10:47:02 -
Brilliant, its working perfectly now.
Thanks alot, both of you guys
Cheers
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eski
Registered 20/09/2009
Points 39
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30th September, 2009 at 18:02:24 -
hmm.. i posted a reply and i dont know where it went.. anyways..
you most be getting tired of this but you know.. beginners are like children with the questions.
So i am working with the same file. I have now added fade out transitions to the items. When i click a item of the list the item fades out and then its destroyed but the description text doesn't go because by the time the fade out is done the loop find10 has already repeated and thinks that the item is still there because it hasn't been fully destroyed. Can i delay the loop so the item can disappear before it starts again ?
I don't fully understand the timer object.
Is the set timer a global timer ?
If i set the timer to like 5 sec on the start of frame. Then put a new condition that the timer is equal to 0 then a active item is destroyed.
Or do i need to connect the timer to a counter ?
Hope you understand this mumble.
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MrMcFlurry
Registered 03/08/2009
Points 89
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30th September, 2009 at 23:27:04 -
Eh, that's because when you make it fade out, the object stays in existence, effectively adding a disappearing animation, the object isn't destroyed until after the fade.
The counter is just there to delay the object removal until the object is gone...here, an alternate, can fix it with a qualifier. The fix also removed the need for the delay counter all together, that was really just a quick fix for the problem. It works by using AValueC to tag whether an object is destroyed or not, if it is, the loop ignores it.
http://www.mediafire.com/download.php?4bdndcntg3i
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eski
Registered 20/09/2009
Points 39
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1st October, 2009 at 00:36:04 -
brilliant.. !!
thanks A lot!!
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