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Thread: fast loops question

  1. #1
    Clicker Multimedia Fusion 2 Developer

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    fast loops question

    this might be basic enough but all i'm wondering is if this is possible, and if it is how to do it of course

    say i have 2 actives: active1 with multiple instances, and active2 (just one instance)

    i spread value in active1

    is it possible to stick however many alterable values that are generated, into active2's alterable values?

    example:

    3 instances of active1 are generated>>
    >> alterable value A of active2 = 0
    >> alterable value B of active2 = 1
    >> alterable value C of active2 = 2

  2. #2
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    Hmm I am not exactly sure what are you trying to do. Can you explain it in little more details? From the description I would say that it is possible to do, but I'm not sure if I understood it correctly.

  3. #3
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    hmm well, I'm not really sure if this idea or concept would fix my problem.

    anyways, what i'm developing here is a custom GUI and i'm figuring a sorting algorithm out for whether or not a data element exists or not.

    i have active 1 which, let's just call it menu selection. i make however many i need on the canvas (in this example 7), then i spread value in alt A and set their frame animation appropriately to whatever i need.

    this all works fine.

    i then created a 2nd active object. let's call it cursor.

    i make the statement that says:

    if alterableA(menuselection) = alterableA("cursor")
    >>set position of cursor to menuselect

    if up arrow is pressed
    >> subtract 1 from alterableA("cursor")

    if down arrow is pressed
    >> add 1 to alterableA("cursor")


    This works like this: If the up arrow is pressed, it sets the position of cursor to the alterable value of menuselect. This works fine.

    Here's where the problem is. Before all of this, when I am creating the number of instances of menuselect active, I make a few case statements. Say menu selection 2 doesn't exist. Well that's fine, I just set:

    if alterable(menuselection)=2
    >>destroy

    This destroys the item I don't want, but problem arises. Now when the player is cycling through using up or down arrow keys, there is a missing data element. When alterable of cursor = 1, it doesn't have anywhere to go because alterable of menuselection=2 doesn't exist.

    I can post code when i get home from work if you need.

  4. #4
    Clicker Multimedia Fusion 2 Developer

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    This is why I want to do something similar to my first post, but now looking bad at it, i'm not even sure that would work. I'm kind of stuck atm without a clue :<

  5. #5
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    You can do this by referencing the active's spread value ID through the 'Get Alterable Value as an Expression'. If you need more info on this just let me know.
    Want to learn Clickteam Fusion 2.5?




  6. #6
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    Quote Originally Posted by Danny View Post
    You can do this by referencing the active's spread value ID through the 'Get Alterable Value as an Expression'. If you need more info on this just let me know.
    I think I do Danny

    Here, I made an example of what I"m trying to accomplish. Frame 1 works fine, it's only when I decide to delete an element, is when it screws everything up. I'm not quite sure what I should do.
    Attached files Attached files

  7. #7
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    nearly as soon as i posted it, i found a solution. it involved two changes.

    i'm still fairly interested in what you're speaking of though danny in regards to "get alterable value by expression". if you have an example i'd be very willing to see it.

    here's the fixed file:
    Attached files Attached files

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    Gratz on finding a solution. But I have to warn you about the "spread value" action. Depending on how you are creating this "menu" you can run into a problem, spread value does not guarantee that you will get this nice menu1 at the top + menu## at the bottom, you may very well end up with something like menu2,menu5,menu1... It may not be an issue, just something to consider.

  9. #9
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    Quote Originally Posted by BigHatLogan View Post
    Gratz on finding a solution. But I have to warn you about the "spread value" action. Depending on how you are creating this "menu" you can run into a problem, spread value does not guarantee that you will get this nice menu1 at the top + menu## at the bottom, you may very well end up with something like menu2,menu5,menu1... It may not be an issue, just something to consider.
    yeah i figured more or less that spread value spreads them in some weird pattern that may differ upon specific runtimes. im interested in hearing danny's response as he (i think anyway) has a way of referring to the instances, and perhaps setting up a better sorting mechanic through a fast loop, or any other knowledge he can provide. he's been a good help on a number of threads i've read in here.

  10. #10
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    Quote Originally Posted by BigHatLogan View Post
    Gratz on finding a solution. But I have to warn you about the "spread value" action. Depending on how you are creating this "menu" you can run into a problem, spread value does not guarantee that you will get this nice menu1 at the top + menu## at the bottom, you may very well end up with something like menu2,menu5,menu1... It may not be an issue, just something to consider.
    If you create them in the frame editor, it goes by layer sorting order so you can set it that way. If you create in the event editor it's the order they're created.

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