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Thread: Acting Independently

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    Acting Independently

    How do I get the slimes to act independently of each other? If someone could load an example or an updated version of the file I uploaded it would help out a lot and be greatly appreciated because I never learned how. I'll even list you in the credits for programming if you help me out.
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    Re: Acting Independently

    MMF2 will select objects automatically through conditions that directly relate to the object. The evnts you then perform will only happen to the selected objects. MMF2 will handle each object separately and correctly if you do it right.
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    Re: Acting Independently

    I have a similar problem. In a project I'm working on, each enemy uses different active objects (Line of sight, weapons, etc.). Is there a way to assign these objects to each enemy so that any actions that pertain to them only affect the enemy they're assigned to? Otherwise when the player gets in one enemy's line of sight, they all react the same way and when the player kills one enemy all of the enemy weapons are destroyed.

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    Re: Acting Independently

    That sounds like you're not selecting objects correctly. If you upload a frame with the issue I'm sure we could fix it.
    Working as fast as I can on Fusion 3

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    Re: Acting Independently

    I went through, changed some things and pretty much all of of the events so far work fine. I still have an issue with two which I've taken a snapshot of:

    http://tinypic.com/view.php?pic=112d06a&s=3

    The red object is the player. The green guy is the bad guy. The yellow object is it's line-of-sight.

    The event which makes sure that the enemies won't continuously run left-to-right-to-left should the player be too close to the enemy works fine. Whenever the player is right within the line-of-sight, that specific enemy stops movement.

    Unfortunately, the events that have the enemies running towards the player's direction until it gets close enough doesn't work that well. It works perfectly with the last enemy created, but the other enemies mirror it's behavior. So while the last enemy will be running towards me at all times until I overlap it's line-of-sight, the other enemies run the direction the last-created enemy is running towards.

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    Re: Acting Independently

    I must point out to you that in vents where two bjects are mentioned, such as object overlaping object, only the first object is selected. So you need to work around this to select both objects in two separate conditions in the same event.
    Working as fast as I can on Fusion 3

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    Re: Acting Independently

    Taking what you said to mind, I switched one of the conditions so that the one that is dependent on the "id" (the line of sight) is first. It works.

    If anyone is curious, here are the fixed events:

    http://tinypic.com/view.php?pic=2u9ls1t&s=3

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