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  1. Replies
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    There are 2 errors in the example. 1) The way...

    There are 2 errors in the example.
    1) The way you link button and button control. You spread value 1 in value A for group "Areas" and the button(part of that group) was assigned value 4. But the...
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    Sorry, but example is needed. It's hard to tell...

    Sorry, but example is needed. It's hard to tell what is going on without it.
  3. I tried to look at the file, but I honestly can't...

    I tried to look at the file, but I honestly can't understand all of it. It seem overly complicated to me. Can you explain in a bit more detail what are you trying to achieve? I did some quick testing...
  4. Try to switch condition "Xpos Player

    Try to switch condition "Xpos Player <= X(box)" for X(Box) >= X(player) and in the second event for X(box) < X(Player). That should filter it properly.
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    As far as I know you should not mix two different...

    As far as I know you should not mix two different types of control for any physics objects. Unless the physics object is defined as Kinematic it will use any change of its transformation for physic...
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    3D Starfield flyby

    This is related to recent forum post about this without using any extensions and I wanted to test feasibility of that. To my surprise it seems to run fine.
    Only extension used are Array to store...
  7. Are either ObjA or ObjB moving? Second object in...

    Are either ObjA or ObjB moving? Second object in Overlap condition is always using position from start of each game tick if I recall correctly.
  8. It was as I thought it would be. Raycasting does...

    It was as I thought it would be. Raycasting does not return hits sorted by distance. So "hit 0" can actually be hit on the object further away. Simple sort of all returned hits to determine closest...
  9. Can you post example please? I think I know what...

    Can you post example please? I think I know what is going on in the picture, but i would like to test if I'm right first. I may be completely wrong.
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    In that case you don't really need to keep...

    In that case you don't really need to keep distance between those object. You just have to move all of the selected object the same way and distance between them will remain the same by default. Are...
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    Something like this? I'm not sure if this is the...

    Something like this? I'm not sure if this is the type of effect you want, but either way you would most likely need to use loops.
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    Well it is the Qualifier:spread value 0 in...

    Well it is the Qualifier:spread value 0 in alterable value H that is messing it up. In one frame the green one ends up with 0 and blue with 1 and in the other it's reversed. I think that when MMF...
  13. The first method appears to be about 1-2% faster.

    The first method appears to be about 1-2% faster.
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    Yeah you don't have any control with this method....

    Yeah you don't have any control with this method. Like with loops, there is good side to it and bad side. Loops give you great control but can become quite performance draining. Action loop is faster...
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    Well I would say any time you need to ensure that...

    Well I would say any time you need to ensure that you are working on one specific object. For example when you are calculating line o sight. You need to calculate it for each object separately. But...
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    It's not wonky at all. That is one of the...

    It's not wonky at all. That is one of the features of mmf in how it handles actions on multiple objects(action loop).
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    You don't need to do it that way. There is...

    You don't need to do it that way. There is commonly used technique for just this type of object pairing. Just use something like this
    *Always
    +HP bar: set position to "Enemy"
    +HP bar: set HP to...
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    Sure you can.

    Sure you can.
  19. If i'm not mistaken there already is extension...

    If i'm not mistaken there already is extension like this. OpenAl does this, but I'm no expert with it. I think it does most of what you describe.
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    I use 3 different techniques for...

    I use 3 different techniques for debugging/troubleshooting.
    1. strings, many strings. If i try to debug specific objects I create string at each of them that display their values. it helps me to...
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    Fixed value of currently iterating object of...

    Fixed value of currently iterating object of foreach loop "a".
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    here it's fixed

    here it's fixed
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    That is because you run the "blit" loop for both...

    That is because you run the "blit" loop for both blitter objects if you press the middle mouse button or even simultaneously left and right. Since in that scenario both blitters have internal flag 1...
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    Try messing around with angular damping.

    Try messing around with angular damping.
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    [BUG] Surface Object

    There seems to be a bug with Surface object and Draw Text action. After certain amount of Draw text actions, the application starts to completely misbehave. Windows control objects like buttons stop...
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    Yeah, testing for flag this way is not going to...

    Yeah, testing for flag this way is not going to work. But you can change collision type of the "bomb" and test for that in shape test event. Also if you want it to be a bit more precise than the...
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    That file require FlashFx.mfx so I assume it need...

    That file require FlashFx.mfx so I assume it need flash exporter. Can you make example for PC runtime?
  28. The "wait" alterable string is set only if the...

    The "wait" alterable string is set only if the player and enemy are next to each other. If you move away from the enemy, then that's no longer true and the "command" will change to move left/right...
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    Before you use Skyhunters formula convert the...

    Before you use Skyhunters formula convert the Angle to -180..180 range as (Angle + 179 ) mod 360 - 179
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    A,B,C are coefficients for standard line...

    A,B,C are coefficients for standard line equations Ax+Bx+C=0. I'm no math expert but I don't think they mean anything by them self. Slope is calculated from them as -A/B.
    det is determinant, if it's...
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    Wouldn't it be easier to just to calculate...

    Wouldn't it be easier to just to calculate intersecting point of line Player-Target and one of the border lines of the screen? Is there any special reason why are you doing it this way?
    This is how...
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    Remove the "Always" from conditions. It's...

    Remove the "Always" from conditions. It's unnecessary.
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    Are you testing for collision or overlap? Testing...

    Are you testing for collision or overlap? Testing for collision should do it the way you want.
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    Problem is that the character is switching...

    Problem is that the character is switching between stopped and crouching animations. Try testing for crouch=0 in events that change animation to "stopped".
  35. The enemy value that determine direction of...

    The enemy value that determine direction of movement is always 2 no matter what, is that something for testing purpose only?
    And the enemy cutting corners is quite simple oversite. They move more...
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    Last parameter is "default value" if I remember...

    Last parameter is "default value" if I remember correctly, put anything you want there and if the value isn't in the ini file it will use that.
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    It's not ignoring it, it's taking it into...

    It's not ignoring it, it's taking it into consideration and it is "true", altV A is 0 for all of them. The spread value action does not spread 0,1,2,3 in the actives because the object selection of...
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    A) Yes, no exception B) From Top to Bottom By...

    A) Yes, no exception
    B) From Top to Bottom
    By "What is happening here?" are you referring to value of the counter? It's 404 and I assume you expect 101?
  39. You can do it very easily, it just take few...

    You can do it very easily, it just take few modifications to sketchy's instant bullet example.
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    That's simple really, the culprit is line 171...

    That's simple really, the culprit is line 171 where you reset your values, problem is in what order you are doing this. I will try to explain as best I could, but it may be above my English skill....
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    Original author is re-selecting those that...

    Original author is re-selecting those that overlap and with yvelocity>0 on lines 17-18, modded version reselect everything with yvelocity>0. Here is fixed version. Its working quite nicely and it's...
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    They all stop because you are telling them to...

    They all stop because you are telling them to stop on line 77 and 79, on line 77 you set flag6 for all platforms that are falling(even to those that are not overlapping anything) and on line 79 all...
  43. It's just my understanding that only one...

    It's just my understanding that only one red/immediate per event should be safe, more than one can lead to some issues. But don't quote me on this, I may be wrong.
    Anyway here is simpler way to do...
  44. "Try1" frame, line 23 contains "never" condition"...

    "Try1" frame, line 23 contains "never" condition" and one loopindex from wallchecker2 loop instead just wallchecker. Line 17 have "collide with background" as one of the conditions, "collide with...
  45. That's weird, how often does this happen? Once or...

    That's weird, how often does this happen? Once or multiple times? Can you post example?
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    Gratz on finding a solution. But I have to warn...

    Gratz on finding a solution. But I have to warn you about the "spread value" action. Depending on how you are creating this "menu" you can run into a problem, spread value does not guarantee that you...
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    Hmm I am not exactly sure what are you trying to...

    Hmm I am not exactly sure what are you trying to do. Can you explain it in little more details? From the description I would say that it is possible to do, but I'm not sure if I understood it...
  48. I don't seem to be able to reproduce your issue....

    I don't seem to be able to reproduce your issue. But I don't actually have any ActivePicture "too far from frame". Can you upload example of how you are doing things? You can check how I did it in...
  49. Well storing/restoring values is quite simple,...

    Well storing/restoring values is quite simple, all you need to take into consideration is that you can't add items exactly where you want them before you actually create values before it. I'm not...
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    If you really must do it that way, than this may...

    If you really must do it that way, than this may be what you are looking for. Only downside of this is that there is 1 frame delay between hitting the wall and spawning debris.
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    Here it is with ForEach.

    Here it is with ForEach.
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    +Bullet collides with Backdrop is "triggered"...

    +Bullet collides with Backdrop is "triggered" condition(it shows in red letters), they are different from "normal" conditions. For example they don't care about the order of event in the editor,...
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    I stand by what I said. Show me mfa that proves...

    I stand by what I said. Show me mfa that proves otherwise. I tried that +bullet overlap.... and it does not work.
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    No it does not. It's impossible. MMF does not...

    No it does not. It's impossible. MMF does not work this way. Only "triggered" events can be executed more than once per frame. You can work with multiple objects in one even(setting position for...
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    Sadly there is no way you can trigger "Add 5 to...

    Sadly there is no way you can trigger "Add 5 to counter" multiple times in one event without using some sort of loop.
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    Frame 1 is the correct way to do it. Any possible...

    Frame 1 is the correct way to do it. Any possible workaround would be more trouble than it's worth. Is there some special reason why would you want to use frame2 method?
  57. Thread: Bug...

    by BigHatLogan
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    Hm, it can be feature, what is strange to me is...

    Hm, it can be feature, what is strange to me is that I thought that "create object" action was meant to effectively deselect all other instances and selected only the one created, breaking any...
  58. Thread: Bug...

    by BigHatLogan
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    Hmm, the frame 2 actually does not work at all,...

    Hmm, the frame 2 actually does not work at all, not just the first time. The action B aka set position(320,240) should only affect the one created by previous action. But in fact it affects all,...
  59. Maybe you can try storing your images as binary...

    Maybe you can try storing your images as binary data and load them at runtime as needed. I have never tried it myself, but if it work the way I think it does, you would end up with images that are...
  60. If you need more flexibility and are set on using...

    If you need more flexibility and are set on using some sort of nodes AND if those nodes don't move then I think Advanced Path Movement extension would be perfect for the job.
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    Events that I talk about are 14 and 15 where you...

    Events that I talk about are 14 and 15 where you are creating the boxes. They need to be Added to both Controllers. Right now they are Added to only last-created one, which is Green planet controller.
  62. Some macro functions could work(like...

    Some macro functions could work(like renderskybox/loadOBJ functions and such), but it would be impossible to do properly imo. The entire point of event editor is to provide easy to read code.
    XLua:...
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    The RED planet is set-up the same but the boxes...

    The RED planet is set-up the same but the boxes are not linked to it. You only link boxes to LastControllerID. You need to link them to the RED planet controller as well.
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    Well that's weird, there should be line between...

    Well that's weird, there should be line between those two +'s. Maybe I'm using different version of Surface obj? Anyway to use clouds alpha for masking would be tricky because you would have to...
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    Is this close to what you need? It's quite simple...

    Is this close to what you need? It's quite simple and to be honest it does not look good right now. The clouds are currently substituted by solid circle for masking purposes, but it should be...
  66. Well that depends on what are you trying to do...

    Well that depends on what are you trying to do exactly. Right now it's setup that player moves towards the closest waypoint. So the answer could be as simple as just moving player(the guide object to...
  67. Not a bug, if you click "add" you are actually...

    Not a bug, if you click "add" you are actually creating more than one blue square. First time you click it it will create 1 blue below the first one. Second time it will create 2, but one of them...
  68. I think Konidias is right about the...

    I think Konidias is right about the initializing/continuing thing. I messed with it a bit and came up with something. Hope it helps.
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