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Thread: Flags and Values

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    Flags and Values

    I must have bothered you about this several times before, but I don't think I ever get a proper answer.

    Why is there a limit to Alterable Values and flags (especially flags)? And if there has to be, why so low?

    With any game engine I do, I always come close to or even use up all of my flags. With Alterble Strings, I can use these as values as much as I can Alterable Values, which is nice, but just having 32 flags is really limiting.

    Could I ever hope for more? Like, twice the amount (or dare I wish, almost infinite)? I mean, it's just ON/OFF switches.

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    Re: Flags and Values

    That would be a nice addition in V2.5 actually...

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    Re: Flags and Values

    also renaming of flags would be great!! Please consider this

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    Re: Flags and Values

    Since the flag is only 0 and 1 all 32 flags can be put in one integer (4 bytes). Getting and setting a flag I guess is only a logical operation (AND, OR and XOR) over these 4 bytes. Now, why the limit? I really don't know... As a programmer I don't think doing the same thing on a few integers instead of one would be less than the hour of programming.

    I could create an extension that would take one alterable value of an object and turn it into additional 32 flags but then again, we have only 26 alt values, which leads us to another question - why limit them? Couldn't AOs dynamically allocate memory? That way, if no ALT values are used, they would be 104 bytes smaller... Not that it matter (in my opinion), but anyway...

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    Re: Flags and Values

    You can create more than 26 alterable values, it goes to AA and so forth.

    You have to click new over and over in properties.

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    Re: Flags and Values

    Quote Originally Posted by Benicle
    You can create more than 26 alterable values, it goes to AA and so forth.

    You have to click new over and over in properties.
    Is this true?

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    Re: Flags and Values

    I suppose you have the magic version.

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    Re: Flags and Values

    No,no - he's thinking of Global Values. You can have as many of them as you wish now.

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    Re: Flags and Values

    As a hack for the alterable values, you could use the "Integer split" object to store twice as many numbers.

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    Re: Flags and Values

    To give you my opinion. I agree with konjak and the gang.
    My suggestion:

    1) Make flags renamable just like global values, its AWESOME. Beside that, it would add again much power to MMF2 and for example platformer engines. As you can during design time just pre-set flags using the properties dialog. Making MMF2 not only a game editor, but also a good and powerfull level editor, where there is no need anymore to write your own.

    2) Rename Qualifier groups, and change the icons! PLEASE!!!!

    3) Why are qualifiers excluded from behaviours? CT is advertising that behaviours are so very powerfull, etc... but in my opinion all this power is useless if you can add qualifiers. How am i supposed to check my enviourment without that? Just forget about qualifiers and import all 101 objects? That doesnt make sence.

    4) If possible, get rid of the alterable value limit, just in case. personaly i think 26 is fine, but i totaly understand the anoyance other users are experiancing.

    5) Flags should defenly have no limit or at least feature 100 slots. Any decent (as i big) engine would require more then 32 flags. I am working on a great platformer now, and use it up so soon. 10 flags here, 10 there, leaving me with 10 to spend, and i run out.

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