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Thread: Help scoping multiple objects

  1. #1
    Clicker Fusion 2.5

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    Help scoping multiple objects

    Hello, I'm aware that this is a common beginner issue, but after reading a few threads and trying some of the suggestions therein I've still not been able to solve my problem, so I'll describe it in as much detail as I can.

    I'm creating a brawler, and working on a basic enemy. This enemy has several components - a shadow which handles the general movement and positioning, two actives (so far) of the enemy themselves attached to it, one to handle the movement animations and another the attacks, and an active which moves around in front of these which is it's attack sensor.

    The idea is that when this sensor overlaps the player, a brief countdown begins before the enemy attacks, it works well individually, but as you may guess, when multiples of this enemy are present, I've thus far been unable to effectively scope so as to isolate this process onto just the one which satisfies the conditions for the attack.

    I've tried things like spreading ID's, referencing the fixed value of the attack sensor and attaching it to the shadow and the actives etc, but thus far nothing seems to work? I'm aware that I might not understand these methods well enough to implement them correctly, but help would be much appreciated?

  2. #2
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    NaitorStudios's Avatar
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    Try this: Object Pairing.mfa

  3. #3
    Clicker Fusion 2.5

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    Thanks, but I'm really not sure what I'm looking at?

    Can you explain to me why the fast loops are used to scope the objects?

  4. #4
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    NaitorStudios's Avatar
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    That's For Each loops, not Fast Loops on the example.
    For Each loops basically will check each instance individually, running the same events "for each" instance.

  5. #5
    Clicker Fusion 2.5

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    I've experimented with the build you sent and added a condition which roughly represents what I'm going for, in this case by making the child object change colour when it's parent overlaps a certain area of the screen, and only affecting that child in isolation, but when I'm attempting to apply this approach to my own game it's still not working, possibly due to my enemy character having a much larger number of actives forming it, 8 to be exact.

  6. #6
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    The amount of objects paired alone won't break it, you need to understand the logic of it to find out what you're doing wrong.

  7. #7
    Clicker Fusion 2.5

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    I'm sure, but understanding that logic well enough to create a watertight code to effectively address this issue is proving to be a grueling process.

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