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Thread: Emulate multiple Hotspots/Action Points.

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    Re: Emulate multiple Hotspots/Action Points.

    Set Object Position does have the option to take into consideration the direction of the object. Trouble is, I'm yet to fathom out exactly how it works (even though I'm using it in my latest project to make small explosions appear randomly around the rim of a larger one).

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    Re: Emulate multiple Hotspots/Action Points.

    Set Object Position does have the option to take into consideration the direction of the object. Trouble is, I'm yet to fathom out exactly how it works (even though I'm using it in my latest project to make small explosions appear randomly around the rim of a larger one).

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    Re: Emulate multiple Hotspots/Action Points.

    It's quite simple. Whenever you "set position" or "create object", choose Options > Location "in direction of". Also, you can do the same for Orientation (which sets the direction of the new object to the direction of the old object).
    If you choose Location "in direction of", imagine that the original object is facing right (direction 0) and choose the location you would want in that case. MMF automatically "rotates" this vector around either the action point or hotspot depending on your option.

    At least that's how I think it was in MMF1....

    As for emulating multiple action points, the other posters have it right. If the above trick doesn't work, perhaps because the "action point" should move with an animation, the best way would be to create one object per action point (which doesn't necessarily have to be visible, as long as it has the action point where you want it) and set all the objects to (0,0) relative to the original object.

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    Re: Emulate multiple Hotspots/Action Points.

    It's quite simple. Whenever you "set position" or "create object", choose Options > Location "in direction of". Also, you can do the same for Orientation (which sets the direction of the new object to the direction of the old object).
    If you choose Location "in direction of", imagine that the original object is facing right (direction 0) and choose the location you would want in that case. MMF automatically "rotates" this vector around either the action point or hotspot depending on your option.

    At least that's how I think it was in MMF1....

    As for emulating multiple action points, the other posters have it right. If the above trick doesn't work, perhaps because the "action point" should move with an animation, the best way would be to create one object per action point (which doesn't necessarily have to be visible, as long as it has the action point where you want it) and set all the objects to (0,0) relative to the original object.

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    Re: Emulate multiple Hotspots/Action Points.

    Easy way to do it. I figured it out in about ten seconds.
    Using my code, you may need to change locations. Easiest way is to draw a couple of dots on it to tell locations.

    Object A is base, Object B and C are the turrets.

    Event time is always. On Object B, Set position at (29,0) from (Object A) Located. Use the "In Direction Of" option underneath Object A when setting location.

    Repeat for Object C, using a different set of pixesl (IE 9,0 ). I actually have three turrets that stay in the same position on the base unit. It's pretty fun.

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    Re: Emulate multiple Hotspots/Action Points.

    Easy way to do it. I figured it out in about ten seconds.
    Using my code, you may need to change locations. Easiest way is to draw a couple of dots on it to tell locations.

    Object A is base, Object B and C are the turrets.

    Event time is always. On Object B, Set position at (29,0) from (Object A) Located. Use the "In Direction Of" option underneath Object A when setting location.

    Repeat for Object C, using a different set of pixesl (IE 9,0 ). I actually have three turrets that stay in the same position on the base unit. It's pretty fun.

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    Re: Emulate multiple Hotspots/Action Points.

    [][]Doesn't Set Object Position let you make it based on the direction of the object you're setting it relative to? (assuming you're setting it relative to another object of course :P) It was in MMF 1.5, and, if I remember correctly, even in Klik & Play. [/]I think your getting it confused with shoot. [/]

    No, he's right. "Set Object Position" has options for setting the coordinates relative to an object and/or to it's rotation. If you choose both, it will be repositioned relative to the object's rotation.

    So MMF already has what the poster currently needs.

    What MMF *doesn't* have is a way to parent multiple objects to other objects that are animated. If the placement of an object needs to change according to the animation frame, such as if you have a sword and a shield on the same character or with a paper doll system, you're up poodoo creek.

    This is why I'm also a big proponent of having multiple action points. I'd be very happy if Clickteam did this.

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    Re: Emulate multiple Hotspots/Action Points.

    [][]Doesn't Set Object Position let you make it based on the direction of the object you're setting it relative to? (assuming you're setting it relative to another object of course :P) It was in MMF 1.5, and, if I remember correctly, even in Klik & Play. [/]I think your getting it confused with shoot. [/]

    No, he's right. "Set Object Position" has options for setting the coordinates relative to an object and/or to it's rotation. If you choose both, it will be repositioned relative to the object's rotation.

    So MMF already has what the poster currently needs.

    What MMF *doesn't* have is a way to parent multiple objects to other objects that are animated. If the placement of an object needs to change according to the animation frame, such as if you have a sword and a shield on the same character or with a paper doll system, you're up poodoo creek.

    This is why I'm also a big proponent of having multiple action points. I'd be very happy if Clickteam did this.

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