Yes, but I added that in my new try aswell.. The only other difference is that this time its an object only, and in the other game, its a group.
Yes, but I added that in my new try aswell.. The only other difference is that this time its an object only, and in the other game, its a group.




I also notice that in one you use overlapping, which means that the 5 might be subtracted more than once. You also have a condition = to 0, rather than <= 0. Could this combo be the problem?
Steve
I changed everything to look exactly like the working events. But for some reason, its not working in this new game. But I have made about 4-5 games (or at least started on 4-5 and quitted), and I have had this issue every time in some way. Im gonna get some sleep and try again tomorrow, its probably just a very minor thing I have not noticed.. Its always that. But still, I would LOVE LOVE LOVE to find a rule that will say when MMF counts one object or when it counts all objects. I have a few other events that will require MMF to focus on one single object at a time aswell. Ive found one of my previous posts, where a guy named MuddyMole gave me this link
http://www.create-games.com/article.asp?id=1975
Maybe its something in it..




Thanks for the info - looks like a nice summary on the subject. Good luck - I've been there before many times.
STeve

Bye default MMF2 has all instances of all objects selected. When you have a condition from an obejct in specific, generally it will select all objects that meet that criteria. Obviously is can't select 0 objects because the condition would just be false.Originally Posted by FlinkGigitty
The other thing to know is that for each action you do to an object, it actually does a hidden thing called an Action Loop, and does the action for each object individually. EG if you have several obejcts with different values, setting that value to value + 2 will add to to each of those valus, independant of what the other instances values are.
Conditions that select object only select the objects in the condition. Other unrelated objects still have all instances selected until further narrowed down.
Using a condition to select objects can cause slowdown if done over and over (such as in a fastloop) because MMF2 has to check every object even if none meet the criteria. This is why the ForEach object was created, it allows looping through each and every object to be migh faster because it doesn't have to compare to a spread value; it instantly selects the correct obejct.
Running a fastloop does not keep the object selection on the fastloop. To do so you must first set a value in the object somewhere (like a flag) so that the obejct can be selected on the loop. Then on any loop events that you want to select the object(s) on you need to add a condition from the object itself to check that value/flag and thus select it.
After a fastloop, for whatever reason the obejct selection is reset and all objects are selected again. So if you had some selected objects, make sure to put the events for them BEFORE the fastloop event(s).
Also, Obejcts are not truly destroyed until the end of the event loop.
Also, you should never use spread value actions on the same event line as fastloop actions.
Working as fast as I can on Fusion 3




Thanks LB,
That explains how it works, rather than just one example of what works. Very helpful.
Steve

It's safest to never have any other actions in the same event as a "start fast loop" action (or other similar actions). Object selection tends to get badly screwed up if you do.
LB, after reading your post a few times, I think I got a slight though about what you mean. But there is something that is very unclear.. Can you give me a quick example on how you would have made this event?:
I want a Flower from Super Mario to go up and down from a tube when Player is over 15 pixels away from it in X, both ways.. 15 and -15.
And Ill ask my next question out from that.

It should be something simple like this:
Always: Set Alt Val PD of Flower to Abs(Player X-Flower
Compare Alt Val PD <= 15: Do Tube action
Working as fast as I can on Fusion 3
So, if I copy these flowers around the map, and Mario is closer than 15 pixels to one of them, only the flower closer than 15 pixels will not come up from its tube?? And this event works because Im using values?