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Thread: 2-parent, 1-child creation

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    2-parent, 1-child creation

    I'm trying to figure out how to allow two objects of a wide variety of kinds to be destroyed and create a new object that is based on a universally entered set of adjustable numbers (basically what you might call the "stats" of the object)

    Currently I am using a short equation to determine the values of these things. Basically I have one object being destroyed, and the other having its adjustable value be "set" to a new value through what is basically equation:

    (((manually entered object 1 value A)+(manually entered object 2 value A))/2) + (2*((manually entered object 1 value A)-(manually entered object 2 value A)))

    I'd like to find a way to make this process automatic, so that any time any of the "parent" objects (not really parent-child in programming terms) collide, it creates a new object based on this equation. I also would like to find a way for it to be automatic so that I won't have to manually copy and replace the values based on the object a few thousand times. That's a bit much.

    Since the equation requires subtraction, I would need a way to have the first object chosen to be the higher value, or I end up with a negative. Either that, or find a way to enter in the values so they are treated as positives within the second half of the equation.

    One last thing: I don't care if the "child" objects created by the collision of the two are able to have "offspring" from any future collisions. They need only be able to reproduce the first generation.

    Any help on this riddle would be GREATLY appreciated, as I am not sure how to implement my ideas, and I'm totally stumped.

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    Re: 2-parent, 1-child creation

    That is an ingenious idea, and I think it should definitely be made into a game.

    So basically, you want to make a kind-of "evolution" of characters on screen based on if they collide or not. What kind of values are you using? It might make it easier to determine how to do this.

    P.S. Welcome to the Clickteam forums!

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    Re: 2-parent, 1-child creation

    Thanks for the welcoming!

    I'm using "active objects" with variable (not fixed) statistics. Specifically, it is a model for alloying metals. Basically, when I "collide" them in a furnace, it causes them to undergo a shift in their properties. Actually, the "Furnace" is the mechanism which when it recieves two given metals, e.g. Zinc and Copper, it creates an alloy of the two. Of course what I am doing has applications that very well could work for an evolutionary character game, and I have tossed around the idea, but it isn't the goal of this current game. Eventually this will in theory lead to 3-way alloying, in which case I'll have to be more careful in my calculations to see if I produce exact-enough results for alloying metals, but that is neither here nor there.

    There are actually 2 sets of stats that change during alloying at this model: density and hardness. Variable A and Variable B are what I am using to cover these two. Hardness is the more complicated one that I listed. However, if I can solve that one's difficulty, the other will follow suit.

    Is there a way I could just create a parent object, perhaps? I know how to do this with some other programs but not Multimedia Fusion 2...

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    Re: 2-parent, 1-child creation

    OK, based on what I think you're talking about, I've made a quick and simple example:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=167567&#Post167 567

    Let me know if this is what you're looking for.

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