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Thread: Controlloling individual objects in a group

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    Controlloling individual objects in a group

    I'm trying to control individual objects in a group/qualifier.

    what I have is an enemy that starts moving down his path when the player gets x distance close to it.
    : when player is xaway from enemy; start enemy

    This works when I only have one instance of the enemy, but as soon as I have more, it looks like MMF takes the mean distance between all enemies so the enemies will only move when the player gets close to the average distance of all enemies.


    How can I get MMF to only speak to 1 object instead of all of the objects instances?

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    Re: Controlloling individual objects in a group

    that a problem that i had too! I think you have to put a
    "Pick on of" along with when player gets x dis

    that way, the computer will pick one of the (say the qualifier is bad) bad qualifiers, then check to see which of them is x distance from the player. then it will take that one and do the action of that one that qualifies for all of the conditions.

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    Re: Controlloling individual objects in a group

    this is one of the toughest common issues to overcome with MMF2. The current trick to deal with it involves fastloops. Theres currently a thread about plans to make this sort of issue easier to deal with link


    otherwise, you'll need to find an example of the current way to do it...its a combination of sread value and fastloops.

    good luck

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    Re: Controlloling individual objects in a group

    Yes, spreading values and looping do the trick.

    You have 10 same objects in a group. Also you spread value A among the objects.
    That means each object of the group has "unique" value A.
    Then you run loop for NumberOfObjects - also 10x.

    On Loop(Name)
    Value A of Group=Loopindex(Name) //this actually selects objects
    Value B=10


    This loop will select object of group that has value B=10.

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    Re: Controlloling individual objects in a group

    You can also do it like this:
    Always:
    -Set Alt D of "enemy" to complex formula that calculates distance from player

    Alt D of "Enemy" < too close
    -Enemy: Attack player

    MMF will perform actions on any objects selected by conditions. Conditions only select objects that the condition is in, or which take an object as a parameter directly (not indirectly via an expression). So "compare two general values" does NO object selection, it just tests the formula, because it uses two expressions. "Active Object: Compare to alterable value" will select the "Active Object"s that match the condition, but won't select anything in the expression you're comparing against. "Collision between "A" and "B"" will select both "A"s and "B"s that match the condition, because the condition is in "A" and takes "B" as a direct object parameter.

    That's about as short and simple as I can make the explanation of how MMF figures out which objects to act on.

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