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Thread: A question about fastloops

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    A question about fastloops

    Lately, I've been creating my own custom movements based on DavidN's custom platform movement tutorial. They require no extensions or preset movements, and depend largely on fastloops. Unfortunately, an object with a fastloop that's duplicated can't behave independently. As an example, when I try to make an enemy with a fastloop movement that moves left when it's to your right and moves right when its to your left, and there's one enemy on either side of you, both enemies will attempt to simultaneously move left and right since you are to the right of one and to the left of the other. Is there a way to fix this?

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    One suggestion would be individual Active Objects for the enemies.

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    You can defiantly have multiple instances of the same active object using the same fast loops to control their movement. It is probably something simple in your code, upload your mfa and we'll have a look

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    You could have it so that if the enemy is on either side of your character, a flag is turned on or off, and based on that flag it's X pos will change.

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    I don't want to use individual Active objects because then I'd have to program the same enemy countless times, which could especially become problematic if I had a large amount of them per frame. As for the flag idea, I don't believe that would change anything, as the flag would simply flicker between the on and off position. One active would be to the left of the player, and one would be to the right, but from the program's perspective, the player would be simultaneously to the left and to the right of the player. Anyway, here's an example MFA- download here

    When you run it, enemies of the same type will move together instead of individually.

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    It is possible to make multiple instances of the same object to behave independently. If you can't get them to move independently, post a minimal example MFA demonstrating the problem and we'll help you. Usually it's just accidentally circumventing MMF2's object selection system, which is all too easy to do
    Working as fast as I can on Fusion 3

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    These fastloop movements are pretty complicated- I'm not sure if I'll be able to simplify them. Anyway, my concern is that MMF2's object selection system doesn't seem to apply during fastloops- I have no problem with the object selection system when I'm not using fastloops.

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    The object selection system works in fastloops that same as anywhere else. It just resets object selection after the start fastloop action and it interferes with spread value if it is in the same event.
    Working as fast as I can on Fusion 3

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    Hmm... is there a way I can disable that? Or at least work around it?

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    Yes...start fastloops from a separate event ;p
    Working as fast as I can on Fusion 3

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