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siven

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23rd September, 2011 at 09:31:42 -

So i have been struggling to fix this glitch on my own for a while now, sometimes i think i fix it, than some other random day it decides to come back. heres whats happening... I have an event (setup as a fastloop now) that when the alterable value of a certain object reaches a certain number, set that number to zero than create a Zombie detector and a Zombie (animation.) the problem is sometimes it will make an additional zombie animation object (the object that always follows the detector). So basically the events look like so...
Always - add +1 to alterable value Counter of "zombie Stats"
Alterable Value Counter of Zombies stats is = to 250 - Start Fastloop "zombie Spawn"
On loop "zombie Spawn" - Set Alterable value counter of zombie stats to 0 Create 1 zombie detector + 1 zombie animator.

Also, i have another fastloop set up to detect if the alterable value ID of both objects equals zero, run the fastloop to spread alterable value 1 through the detector and the animator to make them stay right next to the right detector. but what seems to be happening is if any sort of lag occurs, but it also happens when there is no lag, just not as commonly. if i turn machine independent speed on it seems to happen from the very begining, starting with 2 zombies but only 1 zombie detector. after that, it will CONSTANTLY makes more than 1 zombie, usually the same amount as last time, until another zombie spawns, than it will make 1 more, eventually getting to the point where its making about 12 zombies per 1 zombie detector. ive tried this without a fastloop, just having them spawn every 3 seconds, same thing happens. ive rearranged my events, and the same thing continues to happen. What is going on? is this just some weird unfixable glitch or am i spreading values wrong, or creating it wrong? i dont quite understand... could it be my system? i know my video card is going bad, along with my processor runs at 90%C (I know thats horrible, but theres nothing i can do about it, its burnt out, gotta replace it.) id say its the game though cuz my little brother experiences it as well, and the game runs no lag at all on his computer, it just happens a lot less frequently.

 
[Game design makes my brain feel like its gonna explode.]

GamesterXIII



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24th September, 2011 at 04:31:56 -

Alterable Value Counter of Zombies stats is = to 250 - Start Fastloop "zombie Spawn"

Did you try only one action when event loops?



 
n/a

siven

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24th September, 2011 at 07:12:08 -

Yeah, tried that, didnt change anything. i dont use the alterable value ID for anything else, but when i change the the event that says "always" - "set position of Zombie to position of zombie detector" to "If ID of zombie is equal to ID of zombie detector" - "set position"
If i do that instead it seems they will stick together for a moment, sometimes instantly break apart and the detector will continue to move forward while the zombie stays in place, sometimes it doesnt happen until i shoot the zombie though. so... would that mean somethings messing with the alterable value ID?

 
[Game design makes my brain feel like its gonna explode.]

siven

I EAT ROCKS

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24th September, 2011 at 07:12:10 -

Yeah, tried that, didnt change anything. i dont use the alterable value ID for anything else, but when i change the the event that says "always" - "set position of Zombie to position of zombie detector" to "If ID of zombie is equal to ID of zombie detector" - "set position"
If i do that instead it seems they will stick together for a moment, sometimes instantly break apart and the detector will continue to move forward while the zombie stays in place, sometimes it doesnt happen until i shoot the zombie though. so... would that mean somethings messing with the alterable value ID?

 
[Game design makes my brain feel like its gonna explode.]

siven

I EAT ROCKS

Registered
  03/11/2008
Points
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Wii OwnerVIP Member
24th September, 2011 at 07:29:54 -

So i sorta fixed it but at the same time made a new issue.
I have it set to this now...
*always - spread alterable value 1 in Id of zombie and zombie detector
*ID of zombie is equal to id of zombie detector - set position of zombie to position of zombie detector
*health of zombie detector is equal or lower to 0 + ID of zombie is equal to ID of zombie detector - destroy zombie (no need to destroy detector in this event because its part of the group "enemies" which is destroyed when there health reaches zero, these are kept in separate events to make it easier.)

Now the issue is, 1 zombie will be connected to its detector fine, but when a new one spawns the zombie will stop moving and the detector will walk past it, but the newly spawned one with work fine, until another is spawned, so on and so on. but if i kill the detector, the correct zombie is destroyed. but if i change the event that says

*ID of zombie is equal to id of zombie detector - set position of zombie to position of zombie detector
to this...
*Always - set position of zombie to position of zombie detector

The zombies will stay next to the correct detector, but when i kill the detector the overlaying zombie will be teleported to the most recently created detector, and will stick to that one. and this will continue to happen, and no zombies will be destroyed, just the detectors. any idea whats going on? i cant figure this out. ive tried all sorts of things but nothing seems to be working. is this a glitch with mmf2? cuz i dont really see any issues with my coding... and obviously the alterable value ID is working correctly because the event that says to destroy the zombie if the alterable value ID matches works, unless i change it to say always set position instead of if id is equal set position.


Edited by siven

 
[Game design makes my brain feel like its gonna explode.]
   

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