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let's say I have a dialogue box, I want text to scroll onto the dialogue box from below, but it should look like this: Please login to see this picture. and not this: Please login to see this picture.
what's the easiest way to do this? presumably the dialogue box is going to be in front of the background layer but i want the background to overlap the parts of the text not inside the dialogue box
I'm having an issue where once I actually build my application, a lot of scripts involving XLua break (particularly, any references to functions within MMF2 events can't be called). These work fine when I run the application as a test from inside MMF2.
I'd assume this is because of MMF2 not being able to locate the packages, but the .exe is in the same folder as the .mfa.
The following is included at the start of the "auto" script:
Quote
package.cpath = "./?.dll;./ext/?.dll"
require "mmfi"
but I get the impression I'm missing something really obvious.
E: specifically, the error says "attempt to call upvalue 'MMFFunction' (a nil value)
Is there a convenient way to make a table of multiple object classes, or just one based on a qualifier instead of an object?
Furthermore, is it possible to arrange the table so that when looping through it, the order the objects are selected will be based on a value (example: objects with lower Y run through the loop first)?
From what I gather based on issues I'm having with my game and the tutorial for XLua's MMFI, I'm under the impression that XLua only updates the positions of objects for use in collision detection at the end of the frame (and if I'm wrong then I can't seem to find a more detailed explanation of how it works).
This is making it incredibly difficult to handle moving platforms (among other things) using XLua. Is there any sort of way to affect when object positions are updated, or will I just have to use MMF2 itself?
Yo, is it possible to return the number of objects under a specific condition while setting a value? Like, instead of the value just returning the number of Active As in the frame, it would return the number of Active As which have internal flag 1 turned on or something.
Or nevermind, I figured this out by basically adopting Please login to see this link. into MMF2 with a loop. Posting my solution for posterity in case anybody inept as I am finds this one day, threads that end on "problem solved" with no explanation for the problem are totally frustrating.
Not sure I know how to word this properly, but I want to be able to have a set of random values (let's say 2, 10, 10, 5, 3, then distribute them across an array in a random order (eg 1,1 = 10, 1,2 = 2, 1,3 = 10, 1,4 = 8, 1,5 = 3, 1,6 = 5) without repeating more than necessary (meaning that it shouldn't ever become 10, 2, 10, 10, 5, 5, etc). What's the easiest way to do this?
Hi, I have an enemy object with multiple variations, both managed by the same object using a value (0 for variation A, 1 for variation B). Aside from a few very very slight differences, they are almost identical, so I did this instead of making seperate objects to save space.
I want to make it so if variation A collides with variation B, they interact with eachother, but the same thing doesn't happen if variation A collides with variation A or variation B collides with variation B. The basic idea would be that this collision would flip a flag used in another event, so that both objects know where to go from there.
The problem is, I have no idea how to make it so that when two of the same object are overlapping, MMF2 will check to make sure the two have a different number for the same value before proceeding. I imagine everything I've attempted just has one of the two objects check for difference in variable. Is this even possible to do without just making seperate objects?