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Thread: Active Objects - Flag limits

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    Active Objects - Flag limits

    how much is the flag limit? Because my game seems to be confusing flags with eachother so I assume I have reach some sort of limit

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    Clicker Multimedia Fusion 2 Developer

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    Re: Active Objects - Flag limits

    nevermind I've been told its a total of 32

    ... thats not a lot but yeah

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    Re: Active Objects - Flag limits

    Yeh I know, lots of people are reaching the limits of flags and values... I just use valueAdd extension

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    Re: Active Objects - Flag limits

    Quote Originally Posted by MechaBowser
    nevermind I've been told its a total of 32

    ... thats not a lot but yeah
    32 but it's basically accessed like modulo

    so if you're using flag "36" it'll actually junk up flag 4

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    Re: Active Objects - Flag limits

    There are actually 33 flags! 0-32 will work.
    Working as fast as I can on Fusion 3

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    Re: Active Objects - Flag limits

    Well, flags are stored in a long integer, 4 bytes, 32 bits, so there only are 32 flags possible.

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    Re: Active Objects - Flag limits

    Wow, really? 32 flags? o_O

    I really imagined there were unlimited number of flags, being that I could use any number I wanted. Even #'s above 100 worked. X_X

    But I never used over 32 flags so I didn't really see a problem. @_@

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    Re: Active Objects - Flag limits

    Hi everyone. It is 0-31 for flag numbers.

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    Re: Active Objects - Flag limits

    It really should have a notice at the top of the 'enter flag number expression screen' saying '0-31'.

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    Re: Active Objects - Flag limits

    Indeed. The modulo operation makes it even more confusing. Imagine someone uses all flags extensively and doesn't know why his app's randomly turning flag 2 on/off - because he used flag 33...

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