Would it be possible to add nested events to f2.5 as an update?

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  • I know the code base is incredibly old and this would be a real selling point for f3, but would it be possible for f2.5 to get nested events in a future update? I'd imagine it would be difficult to add this at this point in time and backwards compatability would be an issue, but it would certainly bring f2.5 in line with modern event-driven tools.

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  • If I remember rightly from the last time this came up, I think the answer was not. Couldn't this be simulated by having the main condition on a group and then run those events, at the end of which the group closes?

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  • If I remember rightly from the last time this came up, I think the answer was not. Couldn't this be simulated by having the main condition on a group and then run those events, at the end of which the group closes?

    I understand it may be possible, but I'm yet to get my head around how to tackle it in this manner. What about multiple nested events, where event paths fork off into different combinations?

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  • I'd love to see an example! I understand what you're describing, maybe my game isn't as complex but I've never needed that so it sounds interesting that yours does!

    Don't worry about an mfa if its easier to explain in text, it's easier to hop on the forums than spin up Windows...

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  • I'd love to see an example! I understand what you're describing, maybe my game isn't as complex but I've never needed that so it sounds interesting that yours does!

    Don't worry about an mfa if its easier to explain in text, it's easier to hop on the forums than spin up Windows...

    Well, when sorting animations, with nested events I would often organize things like:
    ----------------------------------------------


    ---------------------------------------------
    That's a pretty bad example, but in practice it helps reduce events and you can figure out where bugs are really quickly. Most of those example events will be hanging off "If Not Jumping" since I won't be playing the majority of my animations whilst jumping. Heck, I had one game where most of my events where all nested after:

    Code
    If Not On Elevator

    simply because I could then put everything that controlled animations and position for an elevator on an ELSE line and forget about the rest causing any clashing. It just helps keep everything organized and it's much easier to sort things out.

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    Edited 4 times, last by elvisish (March 6, 2018 at 4:27 PM).

  • I'm sure it is possible, but not "profitable" if you compare the time/programmers needed to edit a big part of CF2.5 core engine, especially since C3 is near the corner ;)

    However, Clickteam could add another edit/view mode for something like:

    to be viewable as:

    Code
    If "player" collides with "enemy"
          ↳ If varPower( "player" ) > varPower( "enemy" ) → Destroy "enemy"
          ↳ If varPower( "player" ) < varPower( "enemy" ) → Destroy "player"
          ↳ If varPower( "player" ) = varPower( "enemy" )
                   ↳ If varHealth( "player" ) > varHealth( "enemy" ) → Destroy "enemy"
                   ↳ If varHealth( "player" ) < varHealth( "enemy" ) → Destroy "player"

    So basically the "code" remains the same, but events that start with the same condition to be grouped just to make them easier to read. This is one of the features i miss from when I moved from Construct 2.

  • I'm sure it is possible, but not "profitable" if you compare the time/programmers needed to edit a big part of CF2.5 core engine, especially since C3 is near the corner ;)

    However, Clickteam could add another edit/view mode for something like:

    to be viewable as:

    Code
    If "player" collides with "enemy"
          ↳ If varPower( "player" ) > varPower( "enemy" ) → Destroy "enemy"
          ↳ If varPower( "player" ) < varPower( "enemy" ) → Destroy "player"
          ↳ If varPower( "player" ) = varPower( "enemy" )
                   ↳ If varHealth( "player" ) > varHealth( "enemy" ) → Destroy "enemy"
                   ↳ If varHealth( "player" ) < varHealth( "enemy" ) → Destroy "player"

    So basically the "code" remains the same, but events that start with the same condition to be grouped just to make them easier to read. This is one of the features i miss from when I moved from Construct 2.

    I know, I got very used to that way of working and it's a difficult habit to break.

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