User Tag List

Results 1 to 6 of 6

Thread: Changing active object direction (???)

  1. #1
    No Products Registered

    Join Date
    Jul 2006
    Posts
    42
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Changing active object direction (???)

    I can't figure out why this won't work...

    In my game the player can pick up a large active object and drop it on a grid of smaller active object. This enables an event group with the following logic:

    * Large AO is overlapping group.player (my smaller active objects)
    - Create New AO at (0,0) from group.player
    - Set direction of New AO to direction of Large AO
    - Delete Large AO

    This works great! Except for one thing. If, let's say, *four* New active objects are created by this event only ONE of them gets the direction from Large AO. The rest just default to the rightmost direction.

    Why? Any suggestions?


    NOTE: I just tried putting the direction of the Large AO into a counter in a Start of Frame event, and then using the counter to set the direction. This produces the exact same problematic result as above.

    I'm really scratchin' my head on this one.

  2. #2
    No Products Registered

    Join Date
    Jul 2006
    Posts
    42
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Changing active object direction (???)

    Another question (that may be related somehow):

    When players "drop" the Large AO I activate a group called "Test". But if the first line in Test looks for a *Collision* (rather than an overlap) between the Large AO and group.player it fails. No collision. Why?

    Also, with the latest version of MMF2 some of my event text turns red. What does that signify?

  3. #3
    No Products Registered

    Join Date
    Feb 2007
    Posts
    199
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Changing active object direction (???)

    Red signifies a true condition. Normally mmf goes down the events line by line starting at the top, with the exception of true conditions such as a key press, which mmf does straight away.

    I think it has to do with the way mmf picks and remembers objects, since when a create action is done mmf automatically picks that new object by default and then subsequent actions after that are performed on it. It seems to forget about the others.

    If all the small objects are duplicates i think you'd be much better of using fast loops.


  4. #4
    No Products Registered

    Join Date
    Oct 2006
    Location
    Sweden
    Posts
    1,141
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Changing active object direction (???)

    Try:

    * Large AO is overlapping Group.Player
    - Create New AO at (0,0) from Group.Player
    - Destroy Large AO

    * New AO Flag 0 is off
    - New AO set flag 0 on
    - Set direction of New AO to direction of Large AO

    The problem is that if multiple objects is created by the same action only the first object will be picked... Moving the set direction action to a new line should fix it.

  5. #5
    No Products Registered

    Join Date
    Jul 2006
    Posts
    42
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Changing active object direction (???)

    I haven't used MMF for awhile so I was trying to avoid Fast Loops and some other more advanced features. I managed to fix the problem with just one more simple event:

    SOLUTION:

    * Large AO is overlapping group.player
    - Create New AO at (0,0) from group.player

    * Alt A of New AO = 0
    - Set direction of New AO to direction of Large AO
    - Set Alt A of New AO = 1
    - Delete Large AO

    This seems to be working now. Thanks for the reply, MrMan.

  6. #6
    No Products Registered

    Join Date
    Jul 2006
    Posts
    42
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Changing active object direction (???)

    Hehe. I was apparently typing my "fix" while you were posting, Jonas. Looks like we resolved it pretty much the same way. Thank you for replying.

Similar Threads

  1. Changing the brightness and contrast of active object?
    By J3sseM in forum Multimedia Fusion 2 - Technical Support
    Replies: 9
    Last Post: 12th June 2013, 10:07 PM
  2. Changing the size of active object animation
    By Yos in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 29th July 2012, 06:26 PM
  3. Changing the active object pivot related to mouse controller
    By Yuri in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 4th February 2012, 04:22 PM
  4. Direction Changing + movement
    By Wingzero354 in forum Multimedia Fusion 2 - Technical Support
    Replies: 17
    Last Post: 29th March 2008, 08:06 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •