This is a little app wich show you where is the bug with Fastloop. It seems that this bug is since B243 because I've don't seen it before.
Press enter in the application and then read explanations in event editor.![]()







This is a little app wich show you where is the bug with Fastloop. It seems that this bug is since B243 because I've don't seen it before.
Press enter in the application and then read explanations in event editor.![]()


Yes its a bug :/ I worry about MMF2 since these bugs are "game killers". I doubt I will update to 243 in next month..
Workaround:
Have two conditions Enter pressed. The first destroy actives. The second run the loops. Works fine..But I know it should work this way












Short answer: Loops like to be the only action in an event.
Long answer: Some actions that are listed prior to the loop start action, for example to destroy an object, don't get done straight away. Instead the MMF2 runtime sets a marker to remind itself that the action should be performed later, but the loop makes MMF2 forgetful and by the time it gets to the action it doesn't remember the correct instances to affect.
.:::.Joshtek.:::.

Joshtek is right. Move the Start Loop function to a separate event to avoid any conflict with the Destroy action.
This problem is not specific to the build 243, I've just tested it with the build 242.
Yves.







I know the workaround but I think no MFA has illustrated this bug. So maybe it could be corrected in a later build release.
The bug about fastloop wich lost object selection is known and maybe complicated to correct but why the start of a fastloop is not done in the good order ?
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Source: Getting the most of Multimedia Fusion's runtime engine.Every 1/50 of second, the Fusion's engine does the following :
1. Checks the player inputs
2. Animates the objects one by one
3. Checks the timer events
4. Performs the other events
5. Destroys the marked objects
6. Displays the screen, updates the sound buffers
7. Handles Windows messages, and regulates loop speed
8. Checks for end of loop, and jumps to 1 if frame not finished.
.:::.Joshtek.:::.

And the even more technical explanation:
Each event has a "selected objects list" were MMF2 remembers which objects it should affect if all conditions are true.
Each condition can remove objects from the selected objects list if the objects doesn't meet the condition ('Object overlaps obstacle' condition will remove those from the list that doesn't overlap).
This list of objects will then be used when you call actions on your objects.
That is the reason why MMF2 only destroys the objects you specify with the conditions.
But as Joshtek said MMF2 gets forgetful. Starting a loop makes MMF2 reset this list you just build up with your conditions and by the time the loop is over and gets back to complete your original event, MMF2 has no idea which objects to use anymore.
You're so right about that!Originally Posted by Yves
This has been around since MMF1.5 so it's nothing new... and to be honest, it doesn't bother me much at all... you get kind of used to it![]()