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Thread: Changing order of qualifier objects

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    Changing order of qualifier objects

    This is a pretty simple problem but in all my years of messing with MMF I still can't come up with a solution.

    So I have an overhead adventure game where you're a character that walks around and interacts with other characters and objects. Of course the view isn't directly overhead but somewhat overhead, so objects that are "south" are a little bit in front of objects "north" of them.

    I have all my interactive objects in group.Good. The problem is if I want to have it so if a Good object to walk in front of another Good object, it should be viewed in front of it. I can easily make events like this for each individual object, but I can't figure out how to make it work for the entire group.

    I have as an event: if posY of group.Good > posY of group.Good, then Move group.Good in front of group.Good. It sometimes works, but of course the ambiguity makes this not a very reliable event. How can I get around the ambiguity without resorting to making dozens of events for each possible combination of objects above or below every other object?

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Re: Changing order of qualifier objects

    i think i get what your sayin, you can use the Layers Object, make a condition

    Always+
    Decending Y Sort


    this will make it so that when an object moves infront of another it will be infront of it, but if you were to move behind it it would look like your going behind the object.

    keep in mind though that if you use this, the hotspot of all objects must be at the bottom instead of at the middle, or top or where ever you had it previously.

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