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Thread: Figuring out using Spread Value for Magic Blocks

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    Figuring out using Spread Value for Magic Blocks

    I'm working on a small test/example mfa of using Spread Value to work the magic appearing/disappearing blocks. While my spread value code works, it seems to make them appear only one at a time. However, I've been wondering. Can I use spread value to make them work in a certain sequence?

    For example:
    [6] _ [5] _ [1] _ [2] _ [3][3] _ [4] _ [5] _ [6][6]

    In other words, while some blocks would appear one at a time, some blocks would appear at the same time as another one.
    Can I do this with one "block" in my list? Or do I need another instance/duplicate/clone of the block, labeled "block 2" in my icon list?

    Is that example do able with spread value? Or must I use another alternative?

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    Re: Figuring out using Spread Value for Magic Blocks

    just use a different alterable value and give them a random number in the range you want. Then apply the appear/disapear code for each number.
    Spreading values is really only good when you want to loop through an apply events to each instance of an obstacle seperately.

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    Re: Figuring out using Spread Value for Magic Blocks

    I second bigredron on this.

    Spread Value is great if you want to "ID" Objects and or use it to increment numbers on those objects. If you want some sort of sequence I would build it on my own, using a loop and conditions when you want to turn, jump or stop.

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    Re: Figuring out using Spread Value for Magic Blocks

    Also, i just noticed something under my experiment. The spread value #'s work in reverse order? o_O
    In other words, in the frame editor, the active object with the highest id # comes first. I always thought it was the lowest id # first? So when I place a new block from my icons list into the frame editor, that one comes first, and not as the last one. X_X

    Well anyway, I thought about placing an invisible active object over the blocks to make this work as the pattern, where 2 or 3 appear at the same time under spread value, but it either has a pattern bug, or just doesn't count up right. X_X

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    Re: Figuring out using Spread Value for Magic Blocks

    In the Frame Editor the object you placed last get's the first ID, if you spread at 0, it will have 0 and so on.

    I always have a counter in my app and just let it display of the object that I need to check.

    For example in my Barricade game I made I used only one object for all fields and only one active for all player tokens. I just needed some time to check values and change their position at edit time, same for the fields.

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    Re: Figuring out using Spread Value for Magic Blocks

    I posted an example in the file archive here:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=148715&#Post148 715
    Working as fast as I can on Fusion 3

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    Re: Figuring out using Spread Value for Magic Blocks

    The newest object will get the lowest ID. So if you spread value 0, then the most recent instance of Active will get 0, right through to the first ever instance which will get the last value.

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    Re: Figuring out using Spread Value for Magic Blocks

    Quote Originally Posted by _LB
    I posted an example in the file archive here:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=148715&#Post148 715
    But this example uses an extension, & it uses a randomize code from what I can tell. Patterns are not random. I was trying to go for a pattern type code with spread value. X_X

    UPDATE:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=148715#Post1487 15
    See the post with file. This is kind of what I had in mind, but I wanted the detectors to work as a pattern somehow. Ex. 3 blocks appearing at once, all in a pattern/sequence.

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    Re: Figuring out using Spread Value for Magic Blocks

    It depends on how you want the pattern to look like. I'd just use an array of create/delete values at positions at a certian frame. I don't know why you don't want any extensions.
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    Re: Figuring out using Spread Value for Magic Blocks

    Well..... I'm trying to accomplish a game engine that is simple down to the basics, that uses no extensions at all. An engine which can be used by people so that they don't need to download any extra add-ons to MMF2 to use. Not sure if it's possible, but I'm trying to do so.

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