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Thread: Parent and Child active objects?

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    Parent and Child active objects?

    I been working at a puzzle type project for approximly 40 days now and I'm complelty at a deadlock.

    I wanted to form a loop to destory the backdrop of a specific color when its overlapped by another backdrop...but can't do so since I can't put a value on a backdrop meaning that if I try to destory a part, I can only destory them all.

    So I decided to forget the whole backrop therory and replaced them with all objects but...

    The prime object which is involved in more than 30 lines
    and in to replace the backdrop. I looked at it and realised that I have to create 150 more lines to replace the backdrop...something I can't do because it's time comsuming and I'm mostly an errorbound person.


    For the time and the game memory, I was asking if there is a way to have an object set as the same properties similar as the parent/child method used on Gamemaker?

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    Re: Parent and Child active objects?

    I am not sure of what you mean, but there are two methods to link objects together in MMF2, and I think that is what you want to accomplish.

    1: Create an equal ammount of both types of objects and they will automatically become Mother - Child.

    Example:

    * Start of frame
    - Active1: Set xpos to xpos of Active2

    If you have 3 Active1 and 3 Active2 objects, all the objects gets paired so that for each Active1 object, there will an Active2 object with the same x-position.


    2: Using fastloops and ID spreading
    Read a tutorial on fastloops to learn how it works. I made one that explains this, but I don't think Jeff got it on the tutorials page yet. You will find it in the news section though, if you look far enough back (sometime 2008).

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    Re: Parent and Child active objects?

    I'm guess I wasn't specific enough...again.




    My main objective is to have a set 4 marker around the peice of the same color. When the marker touches each other the marker, the individual peice would be destoryed. My method at first to change the peice object into backdrops after it finished being placed and having a marker set determinine the color value from both the main and main2 objects, but because there is no way to put a value in backdrops, all of them will be treated as one so that would not work in terms for a backdrop solution.

    The method I previously using is to use backdrops was changed to rely solely to use the peice object. This involves code like

    From
    main overlapping backdrop
    main2 overlapping backdrop

    To
    main overlapping (object)peice
    main2 overlapping (object)peice

    I had to make the main and main2 object recognised this thus requiring to change around 60% out of 65 lines of code.

    Not only that, but I have to set the color value to 0 before the next main and main2 object spawns or all of the peices will become the same as the current main and main2...so the only option I have left is to make diffrent objects depending on the color value of the main and main2 upon being destoryed.

    When settling a marker on the corrosponding color, I wanted to place a value to the peice object, but I cannot set a value to an individual peice object because any and all changes to the object will be effective on all of the peice objects on the feild, so it becomes quite a mess. So the next method to do is to make an object based on the color value of the peice object when created.

    But doing this means I had to manually create 4 more objects and duplicate the entire positioning and placing individually just for the colors as well...like

    main overlapping (object)Redpeice
    main overlapping (object)Blupeice
    main overlapping (object)Purpeice
    ..........and so on.

    Not only the main needs to identify the peice object, but it has to be individual each. Meaning I had to create over 200 more lines on positioning alone because of this and the memory would become quite slow.



    Overall, what I wanted is to have the color objects individually created with the same properties as peice object so I can have them recoginsed as each other. But neither me nor my team knows a method to do such.

    If it's impossible to achieve, then is there atleast a way to make a lot of individual peices.

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