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Thread: How can I pick instances of the same active during an event ?

  1. #1
    Clicker Fusion 2.5 MaciOS Export ModuleInstall Creator Pro
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    TGeorgeMihai's Avatar
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    How can I pick instances of the same active during an event ?

    Lets say I have the active "shape" and the following instances of it:

    shape (with varA = 0)
    shape (with varA = 1)

    How can I do the following:

    If shape (with var A = 0) colides with shape (with varA = 1) then destroy shape (with varA =1)

    The only way that I could find is to make different actives (like shape0 and shape1) but is a really bad way since I always have to edit all the actives instead of only one.

    Another way would be to use qualifiers, but I can't add or remove them during runtime.

  2. #2
    Clicker Fusion 2.5 MaciOS Export ModuleInstall Creator Pro
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    TGeorgeMihai's Avatar
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    After some brainstorming I've come with the following solution:

    shape (has qualifiers 0, 1 and varA)
    Code:
    If qualifier 0 collides with qualifier 1
    If qualifier 0 has varA = 0
    If qualifier 1 has varA = 1
    - then destroy qualifier 1
    Basically I refer to two different instances of the same active trough different qualifiers and differenciate them with varA.


    I didn't tested it so I'm not sure if it works, but I will try later.
    I am still interested if there are some ways and if I can pick an instance of an active during an event.

  3. #3
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    butterfingers's Avatar
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    You're on the right track, TBF detecting collision between 2 instances of the same object is always tricky.
    If I were you I'd have a second collider object that you use to detect if the object is hitting something else.

    SETUP.
    Have 1 Collider active object (Make this a circle or square the size of your enemy)
    Have an Enemy Object (and make a bunch of them in the scene)
    Assign all the enemies to Group Bad.

    Start "for each loop" on Enemy.

    Onloop
    ->Position object Collider at Enemy.
    ->Set AltValA of Collider to Fixed Value of Enemy.

    Onloop
    + Collision between GroupBad & Collider
    + Fixed Value of GroupBad <> AltValA of Collider
    ->Destroy Object Group bad.

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