I'm not sure how helpful it will be, but you might want to check out the Boolean object.
I'm not sure how helpful it will be, but you might want to check out the Boolean object.
I'm not sure how helpful it will be, but you might want to check out the Boolean object.
[]My idea would look like this in your example:
[/]Code:+ Fire button 1 is pressed + Value A of [ship] = 1 --------> Play sound A, shoot ect. ect. + Value A of [ship] = 2 --------> Play sound B, shoot ect. ect. + Value A of [ship] = 3 --------> Play sound C, shoot ect. ect.
Yeah, that's exactly what I'd like to have.
[]My idea would look like this in your example:
[/]Code:+ Fire button 1 is pressed + Value A of [ship] = 1 --------> Play sound A, shoot ect. ect. + Value A of [ship] = 2 --------> Play sound B, shoot ect. ect. + Value A of [ship] = 3 --------> Play sound C, shoot ect. ect.
Yeah, that's exactly what I'd like to have.

Lets annoy Francois enough until he adds it to MMF <img src="/center/images/graemlins/wink.gif" alt="" />

Lets annoy Francois enough until he adds it to MMF <img src="/center/images/graemlins/wink.gif" alt="" />
Aside from "better logic flow" for conditions, I'd like much more control over "picking" objects in events. A lot of times it's difficult to tell whether a condition or action refers to a single instance, all instances, or some, and sometimes it's impossible to create the behavior you want. For example, it should be easy to create a "Follower" object for all Group.Enemies, then if Group.Bullets collides with Follower, do something to the Enemy with the same Alterable value. This is difficult (if not impossible) to get working correctly in MMF, but it's a simple and common enough idea that it ought to be easy to add to a game/application.
Aside from "better logic flow" for conditions, I'd like much more control over "picking" objects in events. A lot of times it's difficult to tell whether a condition or action refers to a single instance, all instances, or some, and sometimes it's impossible to create the behavior you want. For example, it should be easy to create a "Follower" object for all Group.Enemies, then if Group.Bullets collides with Follower, do something to the Enemy with the same Alterable value. This is difficult (if not impossible) to get working correctly in MMF, but it's a simple and common enough idea that it ought to be easy to add to a game/application.


Hmmm, MMF2 is different to MMF1.5 in that groups can be nested and utilized.
MMF2 isn't a scripting language, but you can uses other techneques. Some of which haven't been explored yet in MMF2.
For example, Have you tried nesting you logical flow control in groups. MMF2 now allows you to deeply nest your groups.


Hmmm, MMF2 is different to MMF1.5 in that groups can be nested and utilized.
MMF2 isn't a scripting language, but you can uses other techneques. Some of which haven't been explored yet in MMF2.
For example, Have you tried nesting you logical flow control in groups. MMF2 now allows you to deeply nest your groups.