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Thread: Spread value but only ONCE

  1. #1
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    Question Spread value but only ONCE

    I think the title says it all but let me be clear, I want to spread a value to a spawned object, but so that the event only can occur one time to and object. In other words I want it to only effect spawns that do not already have a value and preferably increases. What I am doing is setting a value to create a identifier that allows other spawned objects to attach. I don't/can't know how many there will be and how and and exactly when they will spawn I need the attached objects to be destroyed at the same time as the base object. what seems to be happening in my program is that when a object is destroyed and the "spread" value is modified on a object at certain times there is 2 objects with the same values and all sorts of wonkyness happens. This seems like it should be should be simple I set it so that it was only spreading the value if the object did not have a value already but that did not work. I have actually tried a few things but I cannot seem to get it, and I can't remember now what all I have tried :P. If you have any suggestions or perferably a good example it would be awesome.

    I hope I was clear and not too long winded, both being problems of mine at different times. If you dont you don't understand something please ask. I appreciate you looking and trying to help.
    DC

  2. #2
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    If you could upload a video or something showing your problem, it would help me understand better.

  3. #3
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    I am sending a dropbox link, the file is 40 megs. sorry I am really not setup for doing this sort of thing. I am not sure how a video will help you understand the problem but it will show you what is happening. The way I am doing this is a little strange but required for the final product to work as intended. Again I just really need a system that spreads a value at generation of my MOB and does not change it, increments the numbers only and does not revalue a created object once it is generated and never uses a number that has been used.

    As you watch the program please bear in mind that the lines that attach to the enemy and player are supposed to be invisible, as is the blue blobs and red block underneath the disc shaped enemies. If you will watch cloesely when a mob is destroyed the blob and the lines are supposed to also be destroyed that are attched to that one enemy. At destruction time a small explosion is created as well. If you will notice sometimes the explosion is being generated at a second mob and sometimes the blobs and lines are being disconected leaving the enemy without them, which they need to function. As far as I can tell A mob is bieng given a value that value is true when it is destroyed and for a moment before all events are completed the value is also on somthing else briefly. This is throwing the Whole system out of alighnment and making the final result a random mess.

    Again please understand that this is jsut a testing phase and the game is a looooooooooong way from done, but the system that is bing used is required to accomplish my goal. The systme is supposed to random generate a mob give it UID along with multiple parts that are unique to it. That is used to determine what the mob does, how it works and eventaully, once i get the basics working, literally everything about it, including the behaviour, the looks, type of explosions it makes when detroyed, ETC.

    Sorry I am again jsut trying to be clear. Here is the link :
    https://www.dropbox.com/s/b713jg1h1y...mpire.avi?dl=0
    DC

  4. #4
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    well I have determined it is NOT the UID problem, I fainally was able to rig up a suitable system to set the UID for my mobs without there being any overlap and unfortunately the problems are still occuring. going to have to keep looking for the problem I guess.
    DC

    EDIT: I have removed the video File. I cannot seem to remove the link however. Sorry.

  5. #5
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    I think you can just use the Fixed Value of the spawned object to have "child" objects being attached to it. You don't need another alterable value as Fixed Values appear once and never repeat.

    Since this is MMF2, I can't make an example for you :c
    - BartekB, a.k.a Uppernate
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    Ahh, i was able to fix my problem, it was a tow fold issue, one perventing the other, however the problem that I thought the ID issue was causing turns out not to have been caused by that issue after all. However I am not sure that my issue could not be solve through totally alternate approach so I would appreciate it. I hope to solve it eventually so I would appreciate any help at all. and besides I am always trying to learn more. thanks
    DC

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