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Thread: MMF internal object selection magic

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    MMF internal object selection magic

    MMF(2) never ceases to amaze / irritate me.
    I've attached a file that does / shows some odd stuff. Run, then click the actives with the mouse and watch the madness.

    Please someone (who knows what he's talking about) explain what the hell is going on and why and how.. before I go insane over it :crazy:
    Attached files Attached files

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    Re: MMF internal object selection magic

    instances of counter / instances of active objects?

    What I see is each instance of the active object being evaluated and distributed to each counter instance. And because you're destroying actives (ie. less actives than counters), the counter repeats the counting until all counter values are fulfilled.

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    Re: MMF internal object selection magic

    I see that too. It just doesn't fit into my picture of what MMF is doing / supposed to do.

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    Re: MMF internal object selection magic

    Let's analyze this:

    You have 9 actives and 9 counters. The 9 actives store a random number only once. Each instance of the counter will take this random number but as some active objects are missing it will reuse the random number from the first instance and start all over again.

    Maybe Yves or François can explain why this is so but I see as normal behaviour when you evaluate instances of objects against instances of other objects.

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    Re: MMF internal object selection magic

    It seems when the counters value's are set, it picks a different duplicate/instance to set and at the same time, picks a different active object instance to retrieve the value from. That is standard mmf-behaviour, i say....
    There are more counters than actives, 14 to 10. So, when it gets to setting the 11th counter, it loops around and picks the alterable value from the 1st active again...
    That's the explanation of what's going on, perhaps someone else can explain why.
    Maybe there's no harm in looping around on itself in expressions, or shouldn't be.

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    Re: MMF internal object selection magic

    For one I wonder why it does repeat (which I never noticed before) and then it ticks me off that it uses the reverse creation order as the starting point for the evaluation.

    Let's say you wanted to destroy an active and the according counter.. how would you achieve that? Or lets say you want both selected to do.. whatever.. play an animation?

    I just noticed that using pairs of objects like this eventually goes bad and leads to some very buggy / hard to interprete behavior. So I use to always pair objects by spreading IDs and looping through them. So how to control this wacky behavior?

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    Re: MMF internal object selection magic

    Well, you pick the active however you want to (click on active), and then in a following condition, you compare the counter value to teh alterable value of the active.

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    Re: MMF internal object selection magic

    *beats Greyhill to it*

    On a side note, it'd be nice to be retrieve a duplicate item's index.

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    Re: MMF internal object selection magic

    one could make an extension to do that...

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    Re: MMF internal object selection magic

    Okay, I'll come back when I got that way of selection to break (again)

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