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Clickteam.
  • Unfortunately you can't use qualifiers in behaviours, nor in global events.

    This would be a much needed feature, btw

    A workaround is using a single object where you would use a qualifier,
    setting its animations to reflect multiple objects,
    using its values/strings to split it in "groups"

    But this is in no way as handy as a qualifier, imo :(

    a selection of my Fusion examples can be found Please login to see this link.

  • What schrodinger said is correct, sadly there is no way to use qualifiers in behaviors

    Another workaround is use an alterable value or string which is set to true or false in frame event when ever you'd like to use a qualifier in the behavior

    For example, if you'd like to use qualifiers for collisions you would do

    Code
    Object collides with qualifier
          Set Alterable String A = true

    Then you simply use the Alterable String A to check for collisions in your behavior instead

    It's a bit clunky and having qualifiers in behaviors would be fantastic but it's a decent workaround

    [SIGPIC][/SIGPIC]

  • Then you simply use the Alterable String A to check for collisions in your behavior instead

    Gonna be careful correcting people in the sleepy state I am now, but is this not just a hard workaround for checking the collision on the actual object in the first place? I mean, since you cant check the Alterable String on a qualifier anyway, you would have to check the string of each single object. (I have never used strings, but I assume they work the same way as values :P)

  • Not exactly

    What i'm doing in the game i'm working on something like this

    95% of the code is kept in the behaviour of an object

    However, i need qualifiers because i'm adjusting various physics properties at runtime depending on what the object is colliding with and i have multiple obstacles which all belong to the same group such as grass, sand etc.

    So in the frame event i set a string depending on what group of qualifiers my object is overlapping. Then i adjust the various physics properties in the object behaviour depending on the value of the string

    So if the object is overlapping sand i set string = sand, if it's grass then string = grass etc

    Then i adjust the physics properties in the object behaviour depending on the value of the string

    String = sand then set friction 200, elasticity 5 etc
    String = grass then set friction 5, elasticity 30 etc

    Hope that makes sense

    [SIGPIC][/SIGPIC]

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