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Thread: best way of comparing values and testing overlapping objects?

  1. #21
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    yes that's exactly how it is. it seems to work properly but if i extend the damage hitbox inside of the player's normal hitbox, despite sharing the same ID, the player attacking will hit themselves.

    aside from this i also have no idea how i am going to compare collisions between two of the same actives which is something i was going to do for the sake of pushing players away from each other.

  2. #22
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    It sounds like there is a problem with the Normal Hitbox ID_ value, though that might not be the case.

    ...
    Have you checked that IDs are correctly assigned to all Objects?

    You can easily check this by doing:

    If mouspointer is over Hitbox
    - Set Counter to Hitbox ID_

    ...
    have you tried rearranging the Conditions inside your Event ( the order of your Conditions ) ?

  3. #23
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    the ID's are set absolutely fine. i tried rearranging it and even using the compare to global values and they all give very mixed results, but none are any better than what it is right now. most either apply it to every object as opposed to the proper ones or only pay attention to a single object.

  4. #24
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    Hmmm ok
    I guess the next step wil be me trying to do this for myself
    Focusing on the Event you described earlier, i will try to create a simple Application

    ...
    Heres a crazy Idea

    If Attack Box collides with Collision Box
    - 'Attack Box' set AltVal OtherID_ to 'Collision Box' AltVal ID_
    - 'Collision Box' set AltVal OtherID_ to 'Attack Box' AltVal ID_

    If 'Attack Box' AltVal ID_ is different than 'Attack Box' AltVal OtherID_
    - <your_action>

    If 'Collision Box' AltVal ID_ is different than 'Collision Box' AltVal OtherID_
    - <your_action>

    Its not perfect, but i hope you get the idea.

  5. #25
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    i may just use something other than mmf2, the fact that something so easy is so unreliable just isnt worth dealing with

  6. #26
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    (Marvin clutches his chest)
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  7. #27
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    Quote Originally Posted by brawltaunts22 View Post
    i may just use something other than mmf2, the fact that something so easy is so unreliable just isnt worth dealing with
    How is it unreliable? It has the same behavior every time, guaranteed.
    Working as fast as I can on Fusion 3

  8. #28
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    Quote Originally Posted by LB View Post
    How is it unreliable? It has the same behavior every time, guaranteed.
    because it doesn't function in any logical way whatsoever and minor changes alter how it works

  9. #29
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    This is actually very hard to do ( without loops ).
    I tried but could not get it to work ( see attached .mfa example ).

    ...
    You would think that some simple condition like this would work:

    If ObjectA overlapps ObjectB
    + 'If ObjectA AlterableValue_' is different than 'ObjectB AlterableValue_'

    But it doesnt, and im not entierly sure why myself.

    ...
    Whatever you choose to do, best of luck with this.
    Anyone pleace feel free to modify my example if you think you are able to solve this.
    Attached files Attached files

  10. #30
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    This is actually something I always have problems with myself, I dont know if its the exact same problem though, but I always find it confusing to try to make same type objects act individually with other same type objects without having to have 100 of clones. I have an example here with some basic movements. This code works, but it uses loops (ForEach) and I wonder if it would be possible to do the same without loops in my case?

    I would be grateful if someone wants to take a look at my example and see if this is possible without the loops.
    Attached files Attached files

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