Well spotted! I've updated the links. It will work now.


Well spotted! I've updated the links. It will work now.

Very nice site Chris
There's one minor error in you article though:
If the monkeys & bananas are numbered so that #1 is the newest instance, then in the last example, it's actually monkey #1 who gets the extra banana (the list of monkeys repeats again from the start).
If they're numbered so that #1 is the oldest instance, then in the second example, it's monkey #1 who doesn't get a banana.


I double checked when I wrote the tutorial just to be sure, but now I think about it, you are right. In my test, it was Monkey number 4 who got 2 bananas, but he was actually Monkey instance number 1. Silly monkeys. I'll fix it.

Chris, I'm having some difficulty in doing what you said earlier.
Currently, I'm creating as many strings as there are enemies, which is a good thing (I can see their tags String #1-however many were generated in the debugger). Unfortunately, I can't seem to get any text to display.
My logic is thus this far:
Always ->
Spread value 1 in Alterable Value A (GoblinObject)
Set Alterable String A of GoblinObject to "Goblin" + Str$(Alterable Value A("GoblinObject"))
On Loop
Create GoblinObject at 0,0 from OrangePlaceholder
Create StringObject at 0,0 from WhitePlaceholder
Set position of StringObject at 0,0 from WhitePlaceholder
Set alterable string of StringObject to Alterable String A("GoblinObject")

I fixed it up a bit. Now I have the names generating, but I don't want them attaching to the enemy, I merely want to place them in a list like fashion displaying all of the current enemies on screen in one convenient area.
Is there no way to control the alterable value of a string object, similar to spreading the value of an active objects alterable values?


Oh, I misunderstood. In that case, do this:
ALWAYS:
- Spread value 0 in ID of Enemy
ALWAYS:
- Set String to ""
- Start loop "Names" for as many times as you have Enemies
On loop "Names"
ID of Enemy = loopindex("Names")
- Set String to String + Alterable String A of your Enemy + newline$
There is a bug in MMF2 which prevents spreading a value and running a fast loop in the same event.


Oh, and make sure to use Compare To One Of The Alterable Values and not Compare Two General Values when creating the ID of Enemy = loopindex("Names") condition. For more info read this.
By the way ID, is just an alterable value. Call it whatever you want.

gah can't get it to work
I just have no control over the position of the text objects that are created![]()

You don't need loops or spread values for nameplates. MMF2's object pairing handles it all for you as long as you have the same number of each object
Here's an old example:
Working as fast as I can on Fusion 3

I think I've found a solution. What I've done is after generating the monsters, I simply refer to them individually by the ID tag, and if their ID tag=a certain amount, then I create the string object at a specific position.
I know this isn't the best approach, but it's working as far as I can tell.