Multiple Platform Movement Object, it is possible?

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  • Hello,

    I am trying this right now. It is possible to make the same platform movement object coordinate different objects?
    Or create many of the same platform movements and by loop or ID values attach it to multiple created objects?

    Just trying to accomplish this, but if someone knows a method or if it is not possible it would save a lot of time.

    I ll post the file here it if gets somewhere.

    Cheers

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  • Quote

    It is possible to make the same platform movement object coordinate different objects?


    No,

    Quote

    create many of the same platform movements and by loop or ID values attach it to multiple created objects?


    Yes, that's possible. You'll need a for each loop for all the Enemies, and for PMOs seperately.
    I'll bring an example soon

    - BartekB

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  • Well, thanks BartekB and EdibleWare for awnsering.

    This is where i got so far, and it did worked.

    Please login to see this attachment.

    But it needs a Foreach function for the platform movement to?
    The same sistem can be used to perform actions? Does it need a new loop for each action?
    I used the same logic, but it did not worked yet.

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  • No,

    Yes, that's possible. You'll need a for each loop for all the Enemies, and for PMOs seperately.
    I'll bring an example soon

    Here is where i got so far.

    It does attach a platform movement to each object, but the movement seems a little weird.
    And when destroying the object, it rearrange each platform movement to a new object, when it should destroy the platform movement from the destroyed object.

  • OH man this is great! Thanks.

    I just have two questions.

    You do not spread values in de ID values right. So both objects have their ID value == 0.
    You do not have to do that when using "On each one of..."?

    Oh...now i saw that you set it to the fixed value

    Also, when you set the internal flag of the platform movement to on , and this will destroy it, you just do that by not including the event PMD_ID of (object) = Fixed (platformmovement)? And thats it?

    Thanks a lot, i was complicating things here!

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  • For your first question...

    A "Foreach loop" works like this:
    Each object is ran with all the "On each one of..." events instantly. But one at a time, so they get their own ID when for each loop starts.
    So, in a foreach loop, the object is isolated and it won't be messed up with another one.

    The ID value is there to assign the PMO object's FIXED value, that value never ever changes.

    For your second question...

    I turn on the flag on to destroy the PMO object IF the corresponding Active doesn't exist and is destroyed. Hence the flag going down when PMO_ID = Fixed Value of PMO (The Active exists)

    - BartekB

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