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Thread: How do I destroy an enemy after a delay

  1. #11
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    In the events editor, you can set alterable values of an object. Right click the object in question, and it's under 'Alterable values -> Set'

    The list that pops up is the letters A-Z, which isn't so convenient. You can rename these names to something else, in the properties panel when you click on an object in the frame editor. You will likely want to rename "Alterable Value A" to "Delay"....

    Alterable values are simply internal variables that every object has. Your given a bunch of them with default names. Its best for your sanity to rename them....

    You can also test these alterable values in a condition. Create a new event, and right click the object in the popup window. You can determine if any alterable value equals, or is greater or less than some value.


    Ask away if any of this is still unclear. Good luck!

  2. #12
    Clicker Multimedia Fusion 2

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    Kinase,
    thanks for the reply and the willingness to help me on this! I apologize ahead of time for being rather "thick", but most times I'll understand the process best once I actually see it in action. How would I do this "+ Player collides with Object
    -> Object: Set Delay to 200"?
    I see my object (a chunk of "grass"). I see the line in the box that says "Collision beetwen [object:pig] and [object;grass]" and right click the grass object...and then what? I don't know how to execute it to get those following lines (and don't know code, I'm sure if I did this would all make more sense!)

  3. #13
    Clicker Multimedia Fusion 2

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    Got it. I did not fully understand the steps I needed to take in order to create the expressions . No way really I could of known, but now that I do, its all starting to make a lot of sense! Love it! Thanks everyone for chipping in your opinion and guidance, its truly appreciated!

  4. #14
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Blacstar, Here's an example: Look in the event editor to see how it's done. Line # 5 you can adjust the value (delay) up or down to destroy the object. Right now I have it set you 160 because the fuse on the dynamite animation matches it,.but you can also change the speed of the fuse animation up or down to match the delayed value,.(explosion)

    I just want to clear this up a bit. I think the confusion is in the name "delay". The alterable value (name) of any object is set by default, A, B, C, D and so on. Referring to the name "Delay" is just it's Alterable value A being changed (it's name) to "Delay". That's all that means. I am so used to using the default's of the names in my games I don't bother changing them,.but that's just me and something I'm use to. Download this example and click on it to open in MMF. Hope this helps to clear things up a bit. Space bar to shoot! Shoot the dynamite at the blocks. Press F2 to end the application.

    http://www.mediafire.com/?aal825e2odwi1q0

  5. #15
    Clicker Multimedia Fusion 2

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    Smanman your the best brother, appreciate the help on this!

  6. #16
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Quote Originally Posted by Blacstar View Post
    Smanman your the best brother, appreciate the help on this!
    You're welcome! Sometimes it's better just to look at an example rather than having it explained. There are other ways to do this also, but this is a simple way and I use this a lot in my game for delays.

    Also, check out Marv's site. It has tons of examples that are very useful and you can make into games if you tweak them.
    http://www.castles-of-britain.com/mmf2examples.htm

    To clean up my other post: I meant to say,.. The alterable value (name) of any ACTIVE any other objects is set by default, A, B, C, D and so on.

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