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Thread: Multiple "copy/Pasted" instances?

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    Multiple "copy/Pasted" instances?

    I am wondering how to detect multiple instances of objects?
    I am making a Mario styled game, and have posted in other threads. I wanted to know how to detect an instance of an object and apply changes to that object only. I have an enemy object i coded to simulate "koopas" where they walk and fall on platforms. I have my enemy successfully walk and then hit obstacles and turn arounbd and it can fall off platforms. The problem come when i copy and paste the enemy object and they take commands all at the same time. If one turns around, they all do, and when on doesn't walk (as its falling) they all are still. It is kinda perplexing.

    I heard people tell me the forEach extension can handle this, but i cannot install extensions with installers. My work doesn't allow installers and i cannot move my mmf2 dev copy from that desktop computer. I've been using fusion updater, and extension viewer to grab extensions, but it isn't updated with all of the ones i need. Other ones i need have not been included and are only available as installers.

    Is there a way i can detect instances with an extension available in a zip, or is there a way with spread values, or is there another way??

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    Re: Multiple "copy/Pasted" instances?

    Here is an example MFA of what i mean....
    The bottom enemies only move once both top enemies are facing the right direction as the bottom one, otherwise the bottom ones stop moving. This is because the commands i am giving them to move or turn around are affecting all of them.

    View Example

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    Clicker Multimedia Fusion 2 Developer

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    Re: Multiple "copy/Pasted" instances?

    It's the condition "Y Coord of Active = Y( "Active" )" that's broken. The Y position retrieved in the expression is for the first "Active" selected by the previous condition, not the one currently being tested. This means that objects will only move left if they have the same Y coordinate as the first object that's moving left.

    Odd.

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    Re: Multiple "copy/Pasted" instances?

    Oh hmm, how can i fix it? re-arrange my conditions or events?
    Im just confused on how it selects objects and what i can do to help it select the right one.
    Will it keep selecting one until it is given a condition or trigger from another?

    Is thier a tutorial or document that explains mmf2 dev's selection process?

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    Re: Multiple "copy/Pasted" instances?

    I just wanted my enemies to move left or right ONLY if their y values didn't change. Is there a way to do this? I could check overlap, but with my fast loop they technically never "overlap". What you you suggest?

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    Re: Multiple "copy/Pasted" instances?

    I'm not sure. I thought comparisons against an objects own values were safe. Help anyone?

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    Re: Multiple "copy/Pasted" instances?

    Well they are, but if i check against its own values, the instance that stored it's Y value first will be what ALL instances check against. So instances lower or above the first instance wont move (as the check will return false). Any way to correct this? Any way to make instances that have alterable variables check and store separate y values and not JUST the first instances Y value?

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    Re: Multiple "copy/Pasted" instances?

    I'm probably not at the liberty to suggest anything since I didn't download or anything, but it sounds to me like you need a different method for seeing if they aren't moving up/down. Perhaps you could test for overlapping a backdrop, and switch a flag on or something?

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    Re: Multiple "copy/Pasted" instances?

    I like how my system is set up. I recommend downloading to see my situation. It is hard to "recode" a new movement system that moves them down when not on a platform, and then right or left when they are on a platform. This system was the easiest way i could find to make them move STRAIGHT down, as like real gravity when moving slow, and not diagonally as somebody showed me.

    Just take a look, it is a quick download and is just a test mfa so it is not too cluttered as it has events and conditions ONLY related to my enemy movement, and not anything else. I just wnat somebody to modify that MFA so i can see what needs to be modified in my whole project.

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