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Thread: Unique alterable value of the same object without spread value

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    Wink Unique alterable value of the same object without spread value

    Here is how you can create a unique ID per each instance of an object
    without using "spread value". ID's don't reset when you assign a new ID.


    Support Files

  2. #2
    Clicker Multimedia Fusion 2

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    This is one of your smoothest tutorial videos yet, Sparckman! Well done!

    Is there a way to adjust or update this value if any of the objects are destroyed? For example, imagine that there are 10 of the red guys from your video. A bullet hits number 7 and destroys it. Can you update the remaining red guys so that one of them "takes on" the number 7 and the numbering remains consistent, with no missing numbers?

    I would think adjusting the Counter object would be simple enough: when a red guy is destroyed, Subtract 1 from the counter. But the consistent numbering is what I am curious about.

    Thanks again for putting together all these tutorial videos, Sparckman!

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    Yup no a problem my friend, here it is:


    unique_id_finished_resample_spread_value.mfa

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    Good to see some new tutorials in this section, but...I think this is waaaay over complicated for something which you can achieve by setting the ID of the created object to "Number of objects + 1"

    When an object gets destroyed the next created object would just take it's ID.

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    But what if something is related to an objects ID? The something wouldnt be tied to object 10 is object 10 is destroyed, it would tie into object 11 then.

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