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Thread: Help: Collision with Qualifiers

  1. #1
    Clicker Fusion 2.5

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    Exclamation Help: Collision with Qualifiers

    Could use some help with a rather confounding issue I'm having.

    I have a game with multiple Active objects assigned to the Obstacles qualifier. I have added an event to handle collision between the player and objects qualified as Obstacles. I then add a switch the player can hit to make one of the Obstacles, an active object called Door, turn invisible. To accommodate this addition, I add a new condition to my Player-Obstacles collision event that the Obstacle the player has collided with must be visible at the time.



    However, the player still collides with and bounces off the Door object even when it has turned invisible. As I interpret this event, the collision condition sets the scope of which specific Obstacles object I'm concerned with, and should clue MMF in as to which Obstacles object I'm referring to in the "is visible" condition. There appears to be some disconnect here.



    As a second attempt, I instead have the Switch set the Door's Alterable Value A to 1. As an added condition to my collision event, I state that the Obstacles object must have an Alterable Value A of 0. Unfortunately, I get the same result as before. This is especially baffling; if I were to omit the collision condition and only use the an Alternate Value A == X condition (as I do in event 3 in the image below), MMF knows exactly which Obstacles object I'm concerned with.




    Is this a bug in the software, or am I missing something here? Seems like this should be pretty straightforward.

    Here's my example project for your reference. QualifierCollision.mfa

    Thanks for the help!

  2. #2
    Clicker Fusion 2.5
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    I can see one problem right away. In the 2nd screenshot, you have alt value of that red block = 1 however it doesn't specify which red block. I think you'd have to have it be included as a condition along with 'collision between Player and Red Block' in order to work.

    Also in the past I've had problems where collisions don't register the exact way I intended, but swapping the 2 objects helped. Ex. maybe Collision between red block and player?

    Just a guess, hmmmm.

    EDIT: Whoops, I read some of your post wrong. What I mean is that if you have say 20 red blocks and only some of them have alt value A=1 but the others have A=0 then it might be keeping all the red blocks visible since it doesn't know which red block you're referring to. Maybe fastloops or ForEach could help you here, but I'm no good with either unfortunately.

  3. #3
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    Thanks for your reply.

    Any Obstacles object with an Alterable Value of 1 becoming invisible is actually desired behavior in that second example, so I'm not too concerned there, but thanks!

    Are fastloops and ForEach a MMF feature, or some sort of extension?

    If it's a question of having to switch objects around in the condition statement, this sounds like a bug.

    Thanks again for your help.

  4. #4
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleInstall Creator Pro
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    Neoqueto's Avatar
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    I don't know the exact reason why is it happening, but try changing your:
    Code:
    Compare to one of the alterable values: Alterable Value A of ("Group.Obstacles") = 0;
    to:
    Code:
    Compare two general values: Alterable Value A("Group.Obstacles") = 0;
    It worked for me. Qualifiers have always been kinda wonky to work with. You're probably out of luck if you really want to go with the "visibility method", but one event more isn't much IMO.

    BTW, if I were you, I'd change the object you turn invisible in your third event from "door" to "Group.Obstacles", so that the code is a little bit more consistent.

    And using any kind of loop just in order to test collisions sounds like overkill, ForEach should always be your last resort!

  5. #5
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    Thanks, neoqueto! Using the Compare Two General Values approach worked perfectly.

    Incredibly bizarre that using the object's native Alterable Value check wouldn't work, but that method would. Anyone know if this is a known bug?

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