Argh, I was hoping my seconf topic would be a little more celebratory than this. This is my deal, I downloaded the extensions for the Angle Calculator and the Advanced Direction Object in the Bonus Pack. Yet when I initialize the EXEs, nothing happens, am I not doing something right or does the Demo just not accept extensions?
If it does, then a real big help would be if someone could identify and send me the actual individual .cox files that activate the new functions so I can just stick 'em in the folder and see what happens. Alternatively if there is a way to get one object to move exactly towards another object's hotspot without the use of extensions, then that would be of even greater help and make me feel like crap since I wasted so much time on something so simple.
P.S. Is there an FAQ that has a list of Expressions that MMF recognizes? Cause these syntax errors are pissing me off...
Man, I feel like such a dumbass right now.
"Absolute destruction is the only true perfection."
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
19th December, 2003 at 01:19:31 -
You're not allowed to have the bonus pack with the demo version of MMF 1.5 and you also need a certain build. This is to try and cut the piracy from click products. If you like MMF so much then why don't you buy it?
If you check the last topic you posted in, ("Active objects ...") that I started I already stated that i'm scraping the cash together, MMF Pro is damn expensive...
"Absolute destruction is the only true perfection."
Deleted User
19th December, 2003 at 12:43:02 -
Hey, I told you to use that way in the first topic...
I heard that you can't save stand alone games (exes) without that logo popping up in MMF Standard, that's unfortunately why I have to shell out another paycheck to eleminate this problem. I guess Clickteam is trying to get their money somehow, but man $200 more, that's nuts. The only reason that I'm even thinking in that direction is because MMF actually works for creating my game. Once I tackle this damn direction problem, I'm gona do that little jig.
Can someone tell me why in the blue blazes when you set an object to move while looking in the direction relative to another object's hotspot, it goes that way but starts veering of course. Why is straight line os hard for a program to do, a human can do a straight line better than this.
"Absolute destruction is the only true perfection."
When you save a game as standalone in MMF, there are no pop-ups or anything. The only stipulation is that if you were to sell a game using MMF Standard, then you'd need to insert a special "Fueled By Fusion" logo. If you were to buy the Pro edition, you wouldnt need such a logo.
You also get a few extra extensions with Pro, but they are only useful if you are making applications, not games. So standard is probably fine for you.
Edited by the Author.
99 percent chance that the above post is 100 percent correct.
Well honestly it's good to know that I won't have to empty my pockets completely. Yet I'm still stuck with my first problem. Can someone give a way to make one object go directly worads another object in a STRAIGHT line. I've tried pretty much all the examples you guys have given me an still have no grand solution. I know that it's dependent on their hotspots, so if I make an object with ball movement head towards another object realtive to it's XY as 0 and 0, shouldn't it go STRAIGHT towards it? Like shouldn't the hotspots be the guide between the two? It goes to the XY position but starts veering off course. I want to make it so that the two object's hotspot will eventually collide, but I'm getting slapped in the face by MMF. (For 3 days now.) So until I recieve my copy of MMF Standard, does anyone know a way of achieving this simple task in the Demo?
I'm dying here, this is nuts...
"Absolute destruction is the only true perfection."
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
20th December, 2003 at 02:27:33 -
Easy, have one object with bouncy ball movement and and event that sets the active's direction to look in the direction of the static object:
always: active1.dir = look in the direction of "active2"(0,0)
remember that active1 must have bouncy ball movement.