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Thread: Cloning Active Object is fine but any way to clone all the events associated with it?

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    Cloning Active Object is fine but any way to clone all the events associated with it?

    I'm making a board game rpg. I've spent today getting the board movement down for the first player. It involves 12 active objects and about 50 events, most of which include multiple actions and/or triggers within them. I made 3 more of each active object by right clicking them and then choosing 'clone' in the Frame Editor. Now, is there any way to quickly duplicate (or quadruplicate!) all of the events without just copy/paste and then changing out which icons are in them? I'm trying to save myself some time, especially since as I add more features to this engine I'm going to have to do this more and more for each of the 4 playable characters.

    Thanks a ton. This board has been amazingly helpful. I've searched it far and wide for so many questions, this one I haven't found an answer to, however. Hopefully you guys can help!


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    My suggestion, don't clone anything. Use 4 instances of your same player 1 object. Give each a unique ID alterable variable and modify your code to only effect the instance who's turn it is.

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    What Chris said, except I'd clone them, add them all to the same group, and then change all of your current events to be for the group instead of the single object... and then give them each a unique alterable value to be able to select each individually.

    Instancing might not be enough if the objects need to be too different.

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    OR, you could copy n paste the events into behaviors, that way when you clone the active then it will also clone the behaviors for it.
    Want to learn Clickteam Fusion 2.5?




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    Clicker Fusion 2.5 Developer

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    I'd probably go with ChrisBurrow's suggestion, personally.
    Behaviors suck, and if you change anything after you cloned the object (which you almost certainly will), you're still going to need to redo it individually for all the clones anyway.
    Qualifiers (object groups) should be great, but without the option to refer to their alterable values by name, it becomes a massive headache trying to keep track of what each does, and it makes your code virtually unreadable. It might seem like a good idea to begin with, and in very simple applications it may be, but once your code starts to get complicated you'll regret it.

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    Thanks for all the suggestions, guys. I'm learning a ton.

    I'm trying to think about ChrisBurrow's suggestion. I'll fiddle with it and see if i can figure it out.

    I may go with the "open the program twice, replace objects in event editor, then copy/paste from that back to the original event editor instance".

    Is there a limit to how many events a program can have before it goes haywire? I'm planning on exporting.

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    There is a limit to the number of events per frame, though it is a few thousand.

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    ratty. 20,000 lines of events per frame.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Does everything still run properly once you get 1000+?

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    I think everything should run properly, as long as you don't find a way go past the limit. It might get harder for you (not the runtime) to understand the code, though.

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