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Thread: Examples of using 'Negate' in event editor

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    Examples of using 'Negate' in event editor

    Hi All,

    I was just wondering if any of you kind folks can provide me with any good examples of how to use the 'negate' option in the event editor properly? Or point me to any good tutorials or examples please!
    Many thanks in advance and God Bless always!

  2. #2
    Clicker

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    Basically negate means "not happening / not true" so for example:

    (Negate) Player is overlapping Obstacle
    --- add 1 to counter

    This would add 1 to a counter each frame, as long as the player is *not* overlapping an obstacle.

  3. #3
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    Here are some examples to teach you how Fusion handles object selection when using the [Negate] function.
    All examples gives a different result, however example 2, if ordered wrong (2b) will give the same result as example 1.

    Create 2 two active objects, A and B, and place several instances of each on the screen. Let some of B overlap any of A.


    Example 1: Check if no instances of object B is overlapping any instances of object A.


    * [NEGATE] A is overlapping B

    - B: Destroy

    No instances of object B will be destroyed, since at least one instance of object B is overlapping an instance of object A.


    Example 2: Do a check for a random instance of object B, to see if that instance is overlapping any instances of object A.


    * Pick one of B
    +[NEGATE] B is overlapping A

    - B: Destroy

    All instances of object B that is not overlapping any instances of object A will be destroyed. Only one instance of object B is tested each frame loop, meaning that the ammount of instances of object B will determine how long time it takes to test all objects. This will result in a sloppy visual, and is not a recommended approach.

    Example 2b (wrong order): Make sure to pick the random object before doing the overlap test.

    *[NEGATE] B is overlapping A
    + Pick one of B

    - B: Destroy

    What happens here is that it will check if no instances of object B is overlapping any instances of object A, and then pick one instance of object B. Since the first condition selects no instances of object A, the second condition wouldn't have any objects to select from, and wouldn't work as intended.


    Example 3: Do a check for every instance of object B before the screen is drawn, to see if that instance is overlapping any instances of object A.


    * Always
    + B: Start loop for each on of B, loop name "Detect"
    + B: On each one of B, loop name "Detect"
    + [NEGATE] B is overlapping A

    - B: Destroy

    All instances of object B that is not overlapping any instances of object A will be destroyed in an instant.

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    Here is an .mfa for Fusion 2.5 that have all the examples and comments.
    Attached files Attached files

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    Sorry if this doesn't help your problem, but I'm kind of wondering if anyone has ever actually had to use Negate, and if so, how did they have to use it.

    I've heard it's helpful but I've never found a use for it.

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    I've had to use it for a flashlight effect in a game.

    Repeat while "Control" is pressed
    - Set Active animation to "Flash"

    Repeat while "Control" is Pressed (NEGATE)
    - Set Active Animation to "Dark"

    Or in an RPG when I wanted instructions to pop up while you're standing in a certain area like "Press Spacebar to interact"

    "Player" is overlapping "Interactor"
    - Make "Press Spacebar" Reapear

    "Player" is overlapping "Interactor" (NEGATE)
    - Make "Press Spacebar" Invisible

  7. #7
    Clicker

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    I use it all the time. I remember using workarounds in TGF and KNP to make a negate style event, which usually involved setting a counter to 0 every loop, then setting it 1 when something happens. If the counter = 0 at the end of the loop, that something didn't happen.

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