Awesome. Thanks for this. Now I've got to figure out how to install the .net extension. It's not in the extension manager and the manual install doesn't recognize my dev version. It's through steam so it's probably looking at the wrong directory. Anyone have the extension as a zip file?
Posts by Giraffupus
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Is there a way to do this?
I'm developing a game intended for use only on a LAN. I'm aiming at people who won't actually know much about their networks. Because it's only meant to be played on a single network I don't need to concern them with forwarding any ports. In this game one computer will act as the host while all other computers connect to it. I've been trying to think of a way to actually just display the ipv4 address of the host computer on the GUI so that they don't even need to run a cmd prompt to find it (again, I'm aiming at generic families here, not necessarily tech minded people)
I'm using a lacewing server for all of the connections. The connections are all working perfectly so long as the players know the ipv4 of the host.
Can anyone think of a way to automate the retrieval of an ipv4 within fusion? Thanks for any thoughts.
edit* Just reread the post and want to be clear. I'm wanting the host computer to display its own Ipv4. I know the other computers won't know it until someone types it in, but if each player could just look at the monitor of the host computer, which is displaying it's own ipv4 without anyone having to manually look it up, they would be able to punch in the number without needing to understand what they're doing other than "this is how I connect."
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Thanks for the thoughtful reply. Actually I'm using for each loops as well so this should work fine. I've noticed something weird about equivalence order in fusion in the past so having an explanation like this will be helpful in the future. I won't be able to try this out until this evening but I imagine this will work for me. Thanks again.
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So I've worked on several projects over the last 7 years or so and I am hoping to glean some insight from you guys as to how to reference two objects during a loop. This always seems to be where I get stuck.
For example, I have an object we'll call "Workers" and during gameplay these get procedurally generated as the game goes on. I give them each a specific and unique WorkerID in their alt values so I can reference them. I give them a "Job" value as well to define what type of work they are doing.
I also have an object we'll call "Locations" and I use some fast loops to generate a tilemap of these on start up, each with specific LocationID values in their alt values. The also have a LocationType value.
I have no problems setting up a system like the following:
On loop LocationLoop
If workerJob = 1
Distance to Location<Distance to other locations of LocationType ----------------------> Worker move to LocationThis of course works wonderfully as long as I only have one worker. I can create lines like the above for each type of location and change the workers job as I wish and he goes to the correct worksite. The problem coms when I add multiple workers. I know what the problem is, I'm not looping through the workers, I just don't know how to fix it.
Does anyone have a good explanation for how to tell F2.5 to, for each (Object 1), if (Object 2) = X, send that specific (Object 2) to that specific (Object 1)
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Awesome, thanks for you help.
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Thanks for the reply, I figured that might be the case, which explains GV a resets to 3, but why can't I get division to work properly? I've tried several other equations just out of curiosity with the Always --> set GV b to (GV a)/2 scenario and it always rounds.
For example I tried setting GV a to 7 (during edit time) and creating the only event to be always --> set GV b to (GV a)/3 and it yields 2 instead of 2.33 while running. I'm worried I'm going to have to create large numeric work arounds to balance gameplay if I can't use decimals at all.
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Hey, I've been using MMF for several years off and on, I haven't used it in a few months so I'm a little rusty but I shouldn't be this rusty. I was working on an app when I hit a snag and couldn't figure it out so I created a completely new app to see if it was an issue with part of my code. This new blank app has only the following properties
GV a = 3.5
GV b = 0
GV c = 0Always --> set GV b to (GV a)/2
Always --> set GV c to sqrt(GV a)Before I even run the frame, GV a does some kind of auto round and sets itself to 3. With the frame running, I check the global values and GV a is 3, GV b is 1, and GV c is 1.732.
My question is, why are my global values rounding like this? Is this just something I've never noticed before?
I'm confused why GV a is jumping to 3 before a frame even begins, why both A and B are rounding down at *.5, and why one formula yields me a proper value (GV c) and the other does the weird rounding scenario. Any help is appreciated. I know this is probably a simple fix but I'm about to start losing hair over it.
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hahaha there are examples. brilliant. thanks I got it. and my forehead is red from where my palm hit it.
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Hey,
so I'm new to this particular engine and I love how intuitive everything has been so far. It is a big relief compared to some others but I have come across a stumbling block for the past couple hours. I need to use the 360 movement object and can't seem to figure it out. Any direction on how to use it would be wonderful. I've tried using a "IF start of frame THEN set object: (this object)" and a "every .10 seconds set object" set up in my event editor but neither has any effect. This is probably really simple and very noobish but I appreciate any help.