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Thread: help: custom collision boxes

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    help: custom collision boxes

    I tried to search for this, but I couldn't find anything...

    I was wondering how to make an active object (let's call it collision box) follow every instance of another active object (let's call it robot).

    I know I have to use spread value, but I'm not sure how to do it exactly.

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    Re: help: custom collision boxes

    use the sticky object.

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    Re: help: custom collision boxes

    If you will always have an equal amount of collision masks and parent objects, you should be able to simply use:

    Always
    --> Mask - Set X position: X("Parent")
    --> Mask - Set Y position: Y("Parent")

    as long as you have an equal amount of the two objects (or even multiples, like 2 masks for each parent), MMF is usually pretty good at evenly "grouping" them without needing to use spread value

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    Re: help: custom collision boxes

    How could I keep the number of objects always the same?
    And where do I find the sticky object?

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    Re: help: custom collision boxes

    I accomplished this by making an active object (called collision box) and telling it to:

    +Always
    ->Set (collision box) X position to (drawable object) X position
    ->Set (collision box) Y position to (drawable object) Y position

    The "drawable object" is the thing that is shown, but it is using the collision box for actual detection. Then just do your collision checks against the collision box object.

    Not sure if this is the most efficient way, but it was very easy and didn't need any extensions.

    Mobichan

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    Re: help: custom collision boxes

    Spread value 0 between your objects both your collision boxes and your enemies, then do the above but add the condition of value of active = value of enemy.

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