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Thread: Linking loads of objects together...confusion

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    Linking loads of objects together...confusion

    Ok on my game I want lots of identical bomb characters walking around. Each of them needs a collision marker though. So I have used loops and spread values (I don't understand how these work really) and I've managed to get the bombs walking around with their collision markers fine.
    However, I want to do more with them now. I want to be able to blow them up and stuff, but it seems that I cannot interact with an individual 'bomb and collision marker' set. Does anyone know any events I could use??

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    Re: Linking loads of objects together...confusion

    If you want to interact with object pair 3 you could do like this (this assumes that you spread the values in Value A)

    +Value A of Bomb = 3
    +Value A of Marker = 3
    -Actions here

    Should be as simple as that!

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    Re: Linking loads of objects together...confusion

    Thats what I thought, but it doesn't seem to work.
    Ok lets say that when the bombs value X reaches 100 it is destroyed. I put this event in:
    value A of Bomb = value A of Marker
    value X of Bomb = 100
    with the action:
    Destroy bomb and marker

    It just destroys them all instead of destroying the specific set whose X value reached 100! I'm confused : /

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    Re: Linking loads of objects together...confusion

    To put it more simply, how could I destroy one of the bombs and its collision object without affecting the rest?

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    Clicker Multimedia Fusion 2 Developer

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    Re: Linking loads of objects together...confusion

    the line "value A of Bomb = value A of Marker" only selects the object you picked when you created the condition. In this case, it's the bomb (Bomb: compare to value A). To select the marker as well you need to instead compare both the bomb and marker against the same value, eg:
    value a of bomb = 3
    value a of marker = 3
    destroy marker
    destroy bomb.

    If it's in an event that already selects one of the objects, then you only need to select the other:
    user clicks on "bomb" (selects bomb)
    value a of marker = value a of bomb (selects marker)
    destroy marker
    destroy bomb

    EDIT: for destroying them when the reach 100:
    value X of Bomb = 100 (selects bomb)
    value A of Marker = value A of Bomb (selects marker)
    Destroy bomb and marker
    Note that this will only work correctly on one bomb at a time. More might work or might not, at random.
    Also note that "compare two general values" doesn't select any objects, so it shouldn't be used.

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    Re: Linking loads of objects together...confusion

    thanks for the help but this stuff doesn't seem to be working properly still. It's screwed up mainly because I need it working on multiple objects at once. Is there any way to create collision markers on loads of objects that can work simultaneously?? I tried that method that you showed me before that created a box without using any objects but that just worked randomly.
    The reason I need these collision boxes is because the view point of the game is that of an old style rpg (viewed from above, yet you can see the objects from head to toe). The taller objects need a collision area which covers their feet but not the rest of them :S

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    Re: Linking loads of objects together...confusion

    I gave up on this project ages ago, but I'm redoing it now!
    I managed to get some bombs with their own individual collision markers. I did this by using fast loops and it seems to work fine!
    However, I have a new problem now...I can create all of the bombs and their collision markers at the start (eg.I make the 'create' loop happen 7 times at the start of the frame) but as soon as I tell the 'create' loop to act again during the level, it goes wrong and the bombs already on the screen start setting their positions to the wrong collision markers! I have an attach loop always active too, which sets the bombs to their collision markers.
    Can anyone help me?

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    Re: Linking loads of objects together...confusion

    Hmm... well, it would be easier if you had a file uploaded, but are you spreading value A (or some value) when you make them? If so, maybe you should have a counter instead that goes up by one every time one of the bombs is made, and set the bomb and sensor ID to that value upon creation.

    Hey, you know what? I was going to make an example for this because I was having trouble with something similar, and I thought that I had figured out how to do it. But it seems I never got it to work. I just decided to not have the one object positioned on another object. Instead, several of the one object float around the other. But, that wouldn't work in your case.

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