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Thread: Activating one of 2 overlapping objects

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    Activating one of 2 overlapping objects

    I'm currently working on a game where you pick up and throw different objects, but I have run across a problem. If 2 of the same object are overlapping, they player will pick up both objects at the same time when I would only like the player to be able to pick up one object at a time.

    My current set up is this:
    upon pressing A when the player is overlapping the object, the player "picks up" the object and the object's position is set to fallow the player. The player also cannot pick up a object while they are holding one.

    Any thoughts?

  2. #2
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
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    +Object A overlaps object A
    +Pick one object at random
    +Only one event when action loops
    -<Your actions here>

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    Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-onInstall Creator Pro

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    If you pick an object of the same type MMF2 don't know which object you mean! You need to select it.

    If you have condition on upon press spacebar -> set X of active object 1 to mouse X, set Y of active object 1 to mouse Y. Then all active objects 1 will be set to X,Y of mouse!
    The same situation occurs when object are overlapping...

    You should use for each extension.

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    Quote Originally Posted by ProdigyX View Post
    +Object A overlaps object A
    +Pick one object at random
    +Only one event when action loops
    -<Your actions here>
    Thank you for your help. While everything you suggested didn't work, it did give me ideas that led to what did work. What I did was set it so that the object's alterable value gets set to 2 when they overlap, changed my "pick up object code" to account for the objects alterable value to be 0 in order to pick up the object, then made a second "pick up object code" that only works on objects with a alterable value of 2. This second code picks one of the 2 objects at random to pick up. Then when I throw the object it's alterable values get set back to 0.

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