doesn't work if the frame has a fade in transition.Code:* Start of Frame
OR
* Always
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doesn't work if the frame has a fade in transition.Code:* Start of Frame
OR
* Always
While interesting that doesn't work.
In what situation would you program something like that?
Always events don't execute until after the fade in transition finishes, so before build 244 whenever there was an Always line that changes what is shown on the screen somehow, I had to duplicate the actions in a Start of Frame condition to avoid having the screen instantly change when the transition ends.
Quick example, in my game options screen I have:
My player handling code just changes the volume levels and lets the Always line handle updating the strings.Code:* Start of Frame
StringBgmVolume: Set alterable string to Str$(Floor(MidiOutVolume( "Volume Object" )/65535.0*100.0))+"%"
StringSfxVolume: Set alterable string to Str$(Floor(WaveOutVolume( "Volume Object" )/65535.0*100.0))+"%"
* Always
StringBgmVolume: Set alterable string to Str$(Floor(MidiOutVolume( "Volume Object" )/65535.0*100.0))+"%"
StringSfxVolume: Set alterable string to Str$(Floor(WaveOutVolume( "Volume Object" )/65535.0*100.0))+"%"
Without the Start of Frame line, the strings would be blank until after the transition ends.
Nice one Jeff.
The OR condition will make things much better !!
Finally! :D
An OR condition operator and a fix for the rotation bug. :)
May I also suggest ( and ) operators? for complex events like:
(Condition A + Condition B) OR Condition C.
Example for use:
(Repeat while "Alt" is pressed and User presses "F4") OR User Presses Escape. :)
I kinda saw it coming.
BUG: The OR operator makes inconsistent selections, depending on which condition fired.
Find an example here.
Seconded! The addition of OR totally rocks but this would make it even better.Quote:
Originally Posted by LIJI
Thanks for the new build(beta) :D
Operator AND has priority so no ( or ) are necessary in your examples.
Operators ( and ) will be necessary if you want to do :
Condition1 AND Condition2 AND ( Condition3 OR Condition4 )
But I think the result can't be writed with sense in MMF2 events column and it's not very interesting since we can expend it like :
Condition1 AND Condition 2 AND Condition3 OR Condition1 AND Condition 2 AND Condition4
AND is already there in MMF? For example
Condition 1 (counter 1 =20)
Condition 2 (counter 2 = 30)
The program will not activate the event unless both are correct.
Or do i misunderstand. Or on the otherhand is going to save so much messing around with counters and multiple events, which is very cool :D
Yes, of course, AND operator is already there in MMF (since KnP ^^) it's the "+" in the events column. :)