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Thread: Is there a parent child heirarchy object?

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    Is there a parent child heirarchy object?

    Good day all,

    I have been looking through various objects and ways and have come out with some ways to tie a parent object to a child object... like a turret to a tank and such...

    Just wondering is there a simple parent - child object available or an inbuilt function / feature which I have missed out

    Thank you.

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    Re: Is there a parent child heirarchy object?

    You could use the "ForEach" object

    And btw MMF2 automatically pairs objects, so

    Always -> set turret to (0, 0) of Tank

    will set all the turrets to 0, 0 of all the tanks (if there are enough turrets for each tank to have at least one

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    Re: Is there a parent child heirarchy object?

    Quote Originally Posted by RickyRombo
    Always -> set turret to (0, 0) of Tank
    Careful with that; ive used it before and if you happen to have one more tank than turret, turrets will jump between tanks and cause a lot of pain.
    I know coz tried to do space conquest thing before with revolving planets and buildings that stayed put on planets.
    I had hangars flying through space...was bad

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    Re: Is there a parent child heirarchy object?

    Quote Originally Posted by BAugustus
    Quote Originally Posted by RickyRombo
    Always -> set turret to (0, 0) of Tank
    Careful with that; ive used it before and if you happen to have one more tank than turret, turrets will jump between tanks and cause a lot of pain.
    I know coz tried to do space conquest thing before with revolving planets and buildings that stayed put on planets.
    I had hangars flying through space...was bad
    Thanks for the reply... yes I am actually having the same problem with the turrets jumping on different tanks. I am creating the parent and tanks realtime. What I am doing now is to assign the same ID in each tank and turret 'Alterable String'. So when building up the events it goes around...

    ID of [turret] = ID of [tank]

    where ID is an 'Alterable String'. Then move the turret to the new position relative to the tank

    So far I have got it working ok but I am sure there is another way to just set the turret as child to parent? Else I will be adding stuffs like setting the rotation based on the parent and all.

    Thank you for the replies...

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    Re: Is there a parent child heirarchy object?

    I am actually trying to set names on created objects like when a new item is created, a name showing its a [Player 1 / Item 1] appear below the unit.

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    Re: Is there a parent child heirarchy object?

    Ok I got it. For anyone interested in the solution which is nice It's actually here...

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=195402#Post1954 02

    The title for the forum topic is "Matching up enemies with their own active objects".
    Must have missed it the first time browsing through

    Thanks

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    Re: Is there a parent child heirarchy object?

    Uhm the way I've always done it is:

    Number of "turret" objects < NObjects("tank")
    -- Create "turret"

    Number of "turret" objects > NObjects("tank")
    +Pick "turret" at random
    -- Destroy turret

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    Re: Is there a parent child heirarchy object?

    Use instance selection and fatsloops to select each turret and tank correctly.

    Use a similar technique that i was given in this MFA. It is VERY easily adapted to many situations to select objects based on spread values store in alterable values of the object(s) being selected.

    Look at this MFA to see what i mean. I keep ALL example MFA's i find useful in a folder to reference to.

    http://mfa.aquadasoft.com/view/1278562819-BoxInstanceTest_FIX

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    Re: Is there a parent child heirarchy object?

    Thanks for the reply 'GameDevs'
    I tried out the file and then realised I have not used any 'Spread' value before...
    looked it up and proved to be quite useful

    Though it does slowed down whenever I hit the BoxTester ... I guess it's because of the fastloop.

    I will definately keep this one for reference Thanks again!

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    Re: Is there a parent child heirarchy object?

    Quote Originally Posted by RickyRombo
    Uhm the way I've always done it is:

    Number of "turret" objects < NObjects("tank")
    -- Create "turret"

    Number of "turret" objects > NObjects("tank")
    +Pick "turret" at random
    -- Destroy turret
    Yup got it Ricky
    I was actually a bit confused at how this worked at first but then realised that MMF kept creating and deleting the turrets based on the number of tanks in the app.

    Nice

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