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Thread: Treating objects in Qualifiers individually

  1. #1
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    Treating objects in Qualifiers individually

    Hi!

    I am trying to make a game where you can hide behind bushes, and when you are behind a bush it should be semi-transparent.

    For this I made a Qualifier ('4') for all the bushes (which are actives). I then "Spread 0 to 'alt val A' of '4'" at "start of frame".

    To check through all the bushes and see which ones should be semi-transparent I made a loop.

    -Always
    *Start loop "Bushes" NObjects("4") times

    On loop"Bushes"
    +'alt val A' of '4' = loopindex"Bushes"
    +'Player' is overlapping '4'
    *Set semitransparency ratio of '4' to 32

    (And a similar one that checks for player not overlapping '4' and setting semi trans. to 0.)

    This works fine when I have one bush: It gets semi-transparent when I hide behind it and reappears when I leave it (And other bushes on screen stays fully visible).

    However, when I have two bushes standing next to each other, there is a problem.

    When I hide behind the first, it gets semi-trans. as it should, but when I go directly from behind one bush and overlaps the other before havnig entirely left the first one, both get semi-trans, and stay so even after I have left the first one entirely! (though both go back to normal when I have left both).

    I want just the bush that I am hiding behind at the moment to be semi-trans.

    How do I fix this? And what have I done wrong?

    Sorry for the long question but I'd really appreciate an answer!

  2. #2
    Clicker Multimedia Fusion 2

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    Re: Treating objects in Qualifiers individually

    Change the condition:
    +'Player' is overlapping '4'
    TO
    +'4' is overlapping 'Player'
    since it's the 4 you are interested in not the player

    example file

  3. #3
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    Re: Treating objects in Qualifiers individually

    Thanks a lot! That really helped me out!

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