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Thread: MMF2 - Multiple objects rotating around the player?

  1. #1
    Clicker Multimedia Fusion 2

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    MMF2 - Multiple objects rotating around the player?

    Hey everyone, i'm having a little issue concerning the rotation part of the Clickteam Movement Controller.

    I have a character with a standard 8-movement controller, and an active with the rotation controller (with "create at start" disabled).

    In the event editor, I have a start of frame loop called "Bullet Creator" that loops 10 times. On this loop, the active is created, and it's starting angle is altered so that they are evenly spaced out.

    On loop "Bullet Creator"
    > Create "active" at (0,0) layer 1 [create new objects]
    > Set object to "active" [Clickteam Movement Controller]
    > Set current angle to 360/10*LoopIndex("Bullet Creator") [Clickteam Movement Controller]

    I also have a second always loop called "Bullet Position" that loops 1 time. This loop is supposed to move the centre points of those actives to the players position, so that they're constantly rotating around the player.

    On loop "Bullet Position"
    > Set object to "active" [Clickteam Movement Controller]
    > Set centre X to X("player") [ditto]
    > Set centre Y to Y("player") [ditto again]

    However, the "bullet position" loop only moves the first active that was created, and not any of the others. I've tried applying an object qualifier to the active and referencing that instead, but that still doesn't work.

    So what am I doing wrong?

  2. #2
    Clicker Fusion 2.5 Developer

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    Just code it yourself - built-in movements suck.
    http://www.sketchy.co.nf/downloads/MultipleOrbiters.mfa

  3. #3
    Clicker Multimedia Fusion 2

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    Thanks, but could you perhaps walk me through what you've done here? I've only been using MMF2 for a few days now and i'm not a coder, and trying to feel your way through someone else's work without knowing what you're looking for is a bit confusing. Also, all of the red squares in your example are static, whereas my problem is that I can't get these orbiting actives to move with the player.

    EDIT: I managed to solve my problem. I added an Alterable Variable to the active called ID, did a spread value 0 in ID, and then changed the On Loop "Bullet Position" to also check if the ID of the active was the same as the loop index. Now all of the actives are orbiting around the player character as it moves. I also added an extra alterable value to the player character so I can easily change the amount of actives orbiting the character, just for kicks.

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