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Thread: Collision Detectors

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    Clicker Multimedia Fusion 2Android Export Module
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    Collision Detectors

    How do I make active object clones have collision detectors as seperate objects?

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    Clickteam Clickteam
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    Re: Collision Detectors

    Always have the same number of objects and detectors, then have an event: Always > Set detector at (#,#) from object. That will automatically pair them up. And if you want to be more percise you could use spread values and fastloops, but as said in the articles section, action loops are faster.
    Working as fast as I can on Fusion 3

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    Clicker Multimedia Fusion 2Android Export Module
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    Re: Collision Detectors

    Yeah I know that much but I don't know how to make it like if the collision detector is hit then for the enemy sprite to react or whatever, it just makes all the enemies of that same object react instead of the specific one. Or like if the collision detection runs into an obstacle I don't know how to tell the enemy it's set to to specifically turn around instead of it making them all turn around.

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    Re: Collision Detectors

    OK, you need to use spread values and fastloops.

    Always:
    -Spread Value 0 in object's alterable value A.
    -Spread Value 0 in detector's alterable value A.

    Always:
    -Start loop "pair" # of object times.

    On loop "pair",
    object's alterable Value A = Loopindex of loop "pair",
    detector's alterable Value A = Loopindex of loop "pair":
    -Set detector's position to position of object.

    detector collides with some other object,
    alterable value A of object = alterable vale A of detector:
    do actions

    That should work. If not I'll make an example.
    Working as fast as I can on Fusion 3

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    Clicker Multimedia Fusion 2Android Export Module
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    Re: Collision Detectors

    Ok I'll try that, thanks. Make an example just in case if you would please because I have bad luck with programming a lot of the time.

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