I've never really done a big project in mmf before, and I've encountered a lot of strange bugs. The most recent one goes something like this:
"Player" collides with "Health"
+"Health" Animation stopped is playing
Then: Change "Health" animation to "Collected"
Change "Health" movement to "Movement 2"
That works fine. But if I change the Health active's first movement from Static to Path, then the above event is no longer recognised. The player can just pass through the Health without it being collected. Any ideas why this happens?
Edit: Another unrelated problem I'm having: When the player is overlapping a water tile, I create a bubble at the player's position every 2 seconds. When the bubble is not overlapping a water tile, it is destroyed. This works perfectly. However, if I try and change the time to anything below 2 seconds, the bubbles will not destroy when they're no longer overlapping the water.
I can increase the number of seconds and it works, just anything below 2 seconds seems to mess the bubbles destroying up for some reason, even though that's taken care of in a separate event. Why should increasing the rate at which the bubbles appear prevent them from being destroyed? Sorry for all the questions.
I can't test this now but I'm pretty sure that an object moving on a path will automatically play the Walking animaton. That could be the reaon for your first problem. Try "User collides with heart and (Negate) animation Collected is playing" instead.
The bubbles problem could be happening because it's creating more than one on screen at the same time and MMF is getting confused.
As for the bubbles, I'm sure I can figure out a work around without much of a problem. I was guessing MMF would be getting confused due to things happening too fast.
I've just figured out why the bubbles are not being destroyed. (I think...)
I have the event and action set up as you describe, smr. It destroys bubble when it's not overlapping a water tile. The problem is that when MMF is creating a bubble every 1 second, there is another instance of that bubble being created which IS overlapping the water tile, so the other bubble just floats up into the air.
That's the only explanation I can come up with, anyway. It does seem strange though. Does this seem like it could be the problem?
A quick & easy fix would be to use "Pick one at random".
Nice and simple, but the drawback is that it isn't 100% perfect if many bubbles are on the screen, but it should be OK for what I see in the video.
Putting an invisible active above the water isn't a bad solution actually. It shouldn't be a big problem unless you have a lot of water sections.
There might be a better solution from someone who knows about object scope. Usually I just spread value and fastloop but that's not a great solution if you're going to be using the exporters.
Thank nim! I've never used that "pick one of" event before. I will have very deep sections of water at some points, but if I have the bubbles destroyed as soon as they leave the upper screen it should help reduce the number of them on screen at any one time. I'll see how this works.