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Willy C



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2nd June, 2004 at 14:22:49 -

At the start of a level I set value C to the five object "A". I set the value to the x position + y position at the start of the level. Now I want theese five object "A"`s to shoot out triggers, "B", with the same value C as the diffrent five "A" objects. All theese five objects shoots out a trigger with a diffrent combo of their starting X,Y position. Now here is my problem. When the trigger "B", collidies with a object "C" I want the "B" trigger with the same value C as the "A" object to be destroyed. (kinda complex, hope you understand)

 
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Willy C



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2nd June, 2004 at 16:16:13 -

Phizzy....you and your funny comments. Seriously, need help here

 
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Radix

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2nd June, 2004 at 20:40:34 -

First of all, use X*1000+Y, otherwise you can get different X,Y combinations that add up to the same number, like (10,10) and (15,5).
Secondly, MMF uses an object focus that detemines which objects to apply an action to. Like, when two objects collide and one blows up, they don't all blow up because the 'P collides with Q' trigger sets the focus.
Therefore, when you have something colliding with something else, you can add another condition to the trigger that doesn't really do anything, but sets the focus. Like 'object P value C == object Q value C.'

I have know idea what the second half of your post is talking about, but I hope that answers your question.

 
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3rd June, 2004 at 02:53:41 -

I don't understand what you are trying to say either. But for the first part I think it would be wise to use a loop, that checks through every object A\B\C - Dunno what you need. Try explaining without B's and A's

 
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Willy C



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3rd June, 2004 at 06:16:57 -

Ive done that allready ("'object P value C == object Q value C.") My exact event goes like this:
Alternable value C of "object A" = Alterable value C of "Object B" AND Collision between "Object C" and "object B" = Do something

or to put it in a happening to make it easier to understand: I have group bads ("Object A") that shoot out triggers ("Object B"). When one of the triggers collides with the group goods ("Object C") do something with the induvidual enemy that saw you. And then I use the code Radix have suggested to me a week ago (making "serial numbers" to the enemy and triggers)

But when I add the code from above (Alt value C of "A" = Alt value C of "B", Collision "C"- "B" = destroy the group bad). When the trigger collide with group good nothing happes, but if you wait and continue to be hit by the triggers eventually the group bads are randomly destroyed.

Radix, you mentioned that you`d done this before. Can you help by explaining or making a example

 
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Assault Andy

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3rd June, 2004 at 06:43:35 -

And I said: use a loop.

Always - Start loop "check" (number of trigger object times)

On loop check - do something with the group good object.
+trigger.alta = loopindex(check) -
+trigger collides with group good -

Then you just spread the alt a in whatever object you need. This way the 'focus' is on the trigger that the loop is currently upto and the group object it collided with. Since it checks through every trigger (as long as you've spreaded the alt val) then everything should be okay dokey.


 
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Willy C



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3rd June, 2004 at 07:41:37 -

loop? Is that an extension. The loop extension or something? Il try it out

 
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Klikmaster

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3rd June, 2004 at 07:52:34 -

the "fastloop" extension

 
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Radix

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3rd June, 2004 at 09:10:49 -

Also, I can't see why you're testing groups if they're all instances of the same active object. MMF does some funny things with groups sometimes, so try testing the objects themselves if you can.

 
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Willy C



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3rd June, 2004 at 09:33:19 -

have you tried unrelenting. Its a team based stealth game. In part 2 I use groups so that I can easely add new characters (with a diffrent look ofcourse). But I cant make the loopthingy Andy suggested. Havnt used fastloop before. So could you explain more specific, or better yet make a example?

 
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Muggus

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3rd June, 2004 at 09:54:55 -

A loops pretty basic. Depending on what your using...I assume your using MMF.

Anyway, in the event editor under the Special object thingy when you make an action for an event, in the pop up menu you'll see a Fastloops.
Firstly you need to name your Loop so name it something easy like "Loop1" and then you can put in a value for how many loops you want. And this can be like any number...although I spose it has to be a positive integer.

And then once you've created a loop, when that event runs it'll run a loop X many times almost instantaneously. Then you can add events to do things when this loop is running, and the actions of that event will be run X number of times almost instantaneously.

That help explain? Cause I don't really understand your original problem all to well, so that's my best advice I can give.

 
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Willy C



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3rd June, 2004 at 10:11:54 -

thx, but I really want another explenation from Andy, cos I think he knows my problem and how to fix it. Only problem now is that I didnt understand his example. plz explain again

 
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Kramy



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3rd June, 2004 at 14:05:46 -

Put your collision above your alterable value comparing.

Collisions are only processed when something collides, so if you put it first if nothing collides the event is skipped. The way you wrote it though, you're comparing the alterable values first, so you're wasting 50% of your computer's processing power, since most of the type the second condition will be false.

 
Kramy
   

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