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Thread: How can I bring out another instance of an object, rotate it without affecting others

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Robotica's Avatar
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    How can I bring out another instance of an object, rotate it without affecting others

    Hi everyone,

    I am currently working full time (12 hours a day, 7 days a week, 3 weeks so far) on a point and click shooter for my new software company KarmaSoft.

    I have a current problem where I have a target animation that pops up from behind a wall... I want to create another instance of that target and have it pop to the left hand side from a wall... upon rotating my target 90* it also rotates the other instances which I want to leave as is and have them currently pop up.

    I noticed none of these objects have the "global object" radio box checked off so how may I independently change the direction of the one particular target?

    target_upward_vs_target_to_side_from_same_object.jpg

    Thanks!

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    Good luck for your shooter!

    Tell me if I got it right:
    you create multiple instances of the same target object, but upon moving, all of them moves,
    while you would like to move each one of them indipendently?

    The "global object" checkbox only serves to use the same objects across multiple frames,

    to interact with single instances you should instead implement the "Count-Foreach" routine,
    and grasp the "scoping" logic.
    I suggest you look for those arguments, there are many guides online.

    In short, quick and dirty way:

    1)
    you should differentiate your same instances of targets in the event editor,
    depending on the method you use to create them and on the way you want to interact with them,
    you could just add a simple reference alt. string resembling "who" the target is on creation
    (alt. string A to "right-wall" or "left-wall", etc.)


    2)
    (place your triggering action for movement here, i.e. every 2 seconds, or "player aiming right" etc.)
    >>> count - on each one of "target", loop name "move"

    3)
    on each one of "target", loop name "move"
    + alt. string A of "target" = left_wall (this will affect only the "left_wall" target)
    >>> do the movement stuff

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Robotica's Avatar
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    Hi Schrodinger,

    Thanks for the good wishes! Appreciate your response here. Much Thanks.

    Yes, correct... upon rotating one of the targets 90* my others are also rotating which I wish to not have... as I want this particular target to swing out to the left from behind a wall and the other targets to remain swinging upward from behind some boxes at the bottom of the screen (play area).

    So you are suggesting I should have an Alterable String for each of the different directions of the target and then specifying at the event editor which to spawn. Awesome, I believe that sounds simple enough. I will play with that more and make sure I have all four directions of animations ready so I can test that out.

    I will have to research "count-foreach" and "scoping"... that's something I'm not familiar with yet. Thanks again!

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    I was able to just solve this problem with initial direction and having the animation rotate based on the direction I set it to. Thanks for the reply!

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    Great
    simplest solution is always the better!

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