I know there's 26 right now but it hardly seems enough for some of the stuff I make. I'm sure others would appreciate more alterable values as well. Would it be possible to increase the number of alterable values an object can have?

I know there's 26 right now but it hardly seems enough for some of the stuff I make. I'm sure others would appreciate more alterable values as well. Would it be possible to increase the number of alterable values an object can have?


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A-Z,aa-az,ba-bz,etc.
On a completely unrelated note, the left 5 digits on this post number are 15015. The prominent number of which is 15. This is my 1111th post.
Alterable values only have 26 for objects. Global values are infinite. If you are using 26 values per object you must be doing something very complex or you are wasting values. Try having dummy objects to store important information such as map/level details etc and leave objects individual values for important thigns related only to that object.
You also have 10 strings which you can use aswell![]()
Darkesoft, this will reuse older Values, you really only have 26, if you make AA and co you will overwrite older ones.
My suggestion is using ValueAdd Extension to add unlimited alt values to objects. Then there is no limit.









To do this without an extension, do as bigredron suggests and use very small dummy active objects. This would also make it unlimited Alterable Values.
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm

It's not possible to do this with a dummy object because each object requires unique ID's and instances of collision and whatnot. When linked to a dummy object to store extra values, the object's ID jumps around when one of them is destroyed, rendering the dummy object useless.I really do use all 26 values and they're not enough. Yes, it is very complex and it yields very nice results but it's limited due to the fact that all of the necessary values aren't there.




Take maVado's suggestion and use the ValueAdd Extension.
stephen1980
Or you can use the Level-Save Object.![]()

ValueAdd is not practical for the what I'm using it for and Level-Save has nothing to do with what I am doing. What I am using the alterable values for is entire movement and attack based engines based on a qualifier. For instance, an Enemy's HP would be Alt value 3. Defense, strength and all those good things are in there. Pos X, Pos Y, X Speed, Y Speed [I wouldn't have to use those if the built in movement didn't suck so much.] Distance from enemy, and other things that allow me to make complex movement and AI. It handles it OK based on setting things by qualifier. Inter-qualifier collisions don't work so well though. I don't see what the big deal is. If you can make infinite Global values, why not allow each object to have it's own infinite values as well? It would work much better than slamming 2-3 different dummy objects to load up values.
ValueAdd should do exactly what you want. The Level-Save object can also add unlimiter properties to an active object. Try experimenting more. Whinging about only having 26 values is not going to make the limit increase. Its how MMF2 is designed and will not be changed (maybe in MMF3)