An Event semi-randomly not working

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  • So there's a thing that is supposed to happen when the Player presses "A", but sometimes, it won't work until the frame is reloaded. It's far too complicated to actually explain, but I've tried to figure out what's causing this for MONTHS and can't pick out a single thing that is causing it. No matter what I change or tweak or disable, it still happens.

    So I thought I should ask to know if, like, there's something wrong with MMF that--in certain contexts--could cause Keyboard presses to get messed up. Just in case, I'd like to know.

  • There's nothing that will cause keyboard presses to stop working... it has to be related to a way in which your program interacts with the keyboard press.

    Try isolating your problem and posting an example with the problem just by itself... usually you'll find the problem in creating this example... you'll realise where the logic is wrong. But if in fact the problem is persistent in the example, someone should beable to look at it for you.

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  • What Ryan said is correct. If it's as complicated as you say and you won't post more details, you could start removing conditions or events one by one (to make the key press bug-related conditions broader) till it works, at which point you'll identify where in your system things are malfunctioning. There's nothing explicitly wrong with the input conditions, but it's certainly possible that more complicated events in some cases could cause abnormal functionality; however, if this is the case, we'd still need more details about the event in question.

    If you're doing some unusual custom event-loop system, yes, that could potentially interfere with MMF2's input detection, but that would be a bug solely with your system ignoring the input rather than MMF2 messing it up. As it is, running "Upon pressing a key..." as a single-condition event will always return true when the user presses whatever key. You can test this in your application by adding a counter and then adding to it using that event instead of your complex one that isn't working. If the counter changes, then you know that the bug is in your events.

    Sincerely,
    Snail

  • Yes, I have removed every event and condition, one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one by one *shakes head* it's my problem not yours; I'll nail it eventually. ;)

  • Disable half your events by putting them into groups if that helps. By dividing by 2 again and again you can get to the cause of a problem quite quickly. The other option is to import your function into a new MMF, if it still doesn't work when isolated then you're on the path to fixing it within the small chunk of code itself.

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  • BLLAAAAAGHHAHHHHHH!!!!

    *grabs and throws him out of the shadows and violently against the wall*

    I FOUND you! *loads crossbow*

    Cuuuuuurrrrrrse you, 'Disable if too far from frame'! Curse you and your unrelentingly nasty unexpected default state!!!!!!!!!

    Thank you, guys.

  • I see you found it.

    What I like to do to test if it's an MMF problem or not, is to start a completely new app, and to re-create that section from scratch in a simple way. If it's MMF's fault, it should be clear, but let's face it, 99.99% of the time, we screwed up. :)

    Please send me feedback on my new 2D space shooter, It Never Ends. Please login to see this link.

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