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-Liam-

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5th December, 2014 at 05/12/2014 13:11:03 -

I'm encountering a glitch with just certain enemy types in my game. All my enemies use edited versions of existing events, and function in similar ways to each other.

The problem is there are times when an enemy won't destroy. I have this issue with two enemy types. They both fail to destroy when their health reaches 0, they continue working almost perfectly, moving, animating etc. But they don't shoot/create projectiles for their attacks. One of these glitchy enemies fails to hurt you when you collide with it in this glitched state, but the other one still does damage the player... Player projectiles for what ever reason, fail to collide with the either of these enemies when the glitch happens.

It's so bizarre. I can't see any conflicting conditions in events, though it is a possibility. I can provide video of this happening if needed, but really I'm just wanting to know if this is a known issue with MMF2?

Edit: It does seem to be with enemies that switch between Static and Pinball Movements at various intervals, and I've only noticed it happen when there are several of them on the screen. It's not too frequent, but still too common to be acceptable. Maybe the amount of enemies has nothing to do with it, as it's just there are more opportunities for it to happen... Just a thought.

Edit 2: I even made a simple event saying "When pressing Q destroy enemy" and it failed to destroy the glitchy version, but all others would destroy. I'm sure this must be an MMF2 glitch now?

Edited by -Liam-

 
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siven

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5th December, 2014 at 05/12/2014 20:26:56 -

ive encountered the same glitch using the pinball movement, it seems like destroy the object doesnt work well on pinball movement enemies. also, is it possible that your dealing more damage and leaving them at a negative integer? like say it has 3 health left and you do 5 damage, they would be at -2. if your event says destroy object when health equals zero, well that wouldnt happen because it skipped zero. if thats the case try changing the event to say if health is 0 or less destroy. i had that issue at one point, took a bit to figure it out. hope i helped lol.

 
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UrbanMonk

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5th December, 2014 at 05/12/2014 21:50:23 -

So are you using CF 2.5? Or still the old MMF 2.0?

The bug might exist with the new version too, so you should report this to clickteam.

 
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5th December, 2014 at 05/12/2014 23:51:54 -

I did encounter this one time, but it was my fault. Movement worked fine all the values were reading good. So i looked at my action editor more and realized some of my collisions weren't being detected cause the objects were on different layers from one another.

once i corrected the layers then they all deleted.

 
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The_Antisony

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6th December, 2014 at 06/12/2014 10:48:41 -

Testing for less or equal to 0 instead of simply 0 is a good idea. Adding a logical OR and a condition testing for object overlap as well might help. If none of that works, try the indirect approach. When Enemy_HP<=0 flip the enemies flag1 to 'on'. When any enemy active's flag1 is on, destroy active. Sometimes it's best just to group all enemies and set some kind of spread value for an ID so that each is easily selectable despite utilizing group events.

 
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-Liam-

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6th December, 2014 at 06/12/2014 21:42:05 -

Judging by some of the replies, it's starting to sound like a bug with MMF. It's reassuring to know others have experienced this. I'm not sure if it happens in Fusion 2.5 as I'm still using MMF2, but hopefully it got fixed...

 
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Knudde (Shab)

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7th December, 2014 at 07/12/2014 02:09:20 -

Try changing their movement 1 loop before you destroy them.

 
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siven

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9th December, 2014 at 09/12/2014 23:40:48 -

What the_Antisony said would work well. ive had to do that before.

 
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