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Thread: How to make events affect one or all active objec

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    How to make events affect one or all active objec

    Im actually wondering how MMF knows if my events shall affect one single object or all the copies of the object.. When i have an enemy object I often copy this to several places.. Mostly MMF does the right with how they shall act, but is it any easy way to select if the event shall affect all or just the one something happens with??

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    Clicker Multimedia Fusion 2 Developer

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    Re: How to make events affect one or all active objec

    If an object is used directly in a condition (either because it is a condition of that object, or because it's a condition like "A collides with B" which takes another object) then MMF will filter the objects so that the actions only affect ones that passed the conditions.

    The Select Object can be used to "reselect" all objects so that you can explicitely ask for the actions to affect all objects.

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    Clicker Fusion 2.5

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    Re: How to make events affect one or all active objec

    If the object you are changing has no conditions in your event, every one of those objects will be affected, where as events with conditions related to the object, will only effect the objects that meet those conditions.

    Hope that helps!

    EDIT: Damn beat my post by like 16 seconds !

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    Clicker Multimedia Fusion 2SWF Export Module

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    Re: How to make events affect one or all active objec

    Every time the game reads an "Event" in the event editor, it constructs a list of which objects that event will apply to. At the start of the "Conditions", that list includes every single active object in the frame. When it reads a "Condition", for example "Value A of Object > 0?", it will iterate through every copy of the object in the current scope list. For each object that the "Condition" resolves "False", it will remove that object from the list. The ones that are True will remain on the list. Once all "Conditions" are read, it will apply the "Actions" to every single object remaining on the list. (Actions occur in a LIFO order of when you added them in the editor, and are applied to objects in a LIFO order of when they were created)


    So each event initially looks at ALL objects, then widdles down the list of objects for each condition on the left side of the event, removing that object if its not true.

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