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Thread: 256 R34 Behavior Bug : Object is not created but its behavior runs anyways

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    Exclamation 256 R34 Behavior Bug : Object is not created but its behavior runs anyways

    Hey there !

    I just discovered a nasty bug.

    I have a homming missile that has a few "destroy" events. This one event runs even if the object does not exist. I have create at start unchecked and when I llook at the debugger it shows that there are none in the scene... yet that behavior event runs in a loop regardless :

    condition actions
    target object count <= 0 create explosion object destroy missile

    Now that object has "Create at start" unchecked and when I start the frame you can hear the explosions looping, basically that event runs in an infinite loop and tons of explosion objects are getting created. There are no missiles in the scene yet, I checked the debugger. :0

    I still see my object counter in the debugger jittering. So I assume that this is not the only object getting created for no reasons and it's a paint in the trunk to debug. I only found out about that one event because it calls a sound every time it appears....

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    ​You can send me you mfa if you want me to look at it. I doubt there is a bug but who knows.

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    @Shmuper:
    It's not a bug.
    Behaviors are exactly the same as any other events. There doesn't need to be an object present in the frame for its behaviors to run. All that really happens is that events in behaviors are dumped onto the end of the main event list - that's why behaviors are pointless (actually, they're worse than that...), and I would strongly recommend against using them.

    eg. You could give an active a behavior that says: Always -> Add 1 to Counter
    It doesn't matter if any of that active exist or not - the counter's value is still going to keep increasing.

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    Without behaviors I wouldnt be able to do the game I am doing now, they are necessary if you ask me. Global object + behavior = best thing ever.

    Francois can you confirm that behaviors run even though the object has not been created ?

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    Of course you could. Using behaviors is literally identical to copying and pasting the same events into the main event editor. They are not handled any different at all.

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    And the time you loose by remembering which event you added and pasting them into 20 other frames ?

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    And the time you lose by working with 20 different frames (incl. using the cumbersome MMF2 frame editor), instead of building the game in a single frame and making your own custom editor?
    Trust me, that's a *lot* quicker and easier in the long run.

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    Interesting. My frames are huge though 7680 x 7680. I would have to do at least 10 times that...

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    Just found this in the official PDF document about behaviors. They are definitely not supposed to run when objects are not created.

    Behaviors can reference other objects from the frame. The
    reference is made from the name of the object: if the referenced object
    is present on the frame, then the events are activated, if not, they simply
    will have no effect. This feature make them even more powerful : you
    can prepare objects that will automatically trigger other objects if they
    are lying beside them, or stay quiet if not.

    link : http://www.clickteam.com/creation_materials/tutorials/download/MMF2_Behaviours.pdf

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