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> Tutorial: Detetectorless enemy movement, (MMF)
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Banana Head
Posted: Jul 3 2006, 11:40 PM
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This is a detectorless method of creating enemy movement, unlike other examples of the same thing, this doesn't move the object multiple times and check for collisions. Instead it uses MMFs built in collision mask function.

This is also a good example of the spread value function, for anybbody who doesn't know what it can be used for.

Its well commented, but feel free to ask if you have trouble with it, or comment on any bugs you might find.

This post has been edited by Banana Head on Jul 3 2006, 11:40 PM

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SonicProject
Posted: Jul 4 2006, 07:49 AM
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I don't quite understand how the counter still works when you always set it to 0.


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Xgoff
Posted: Jul 4 2006, 08:48 AM
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QUOTE (King Bobo @ Jul 4 2006, 06:49 AM)
I don't quite understand how the counter still works when you always set it to 0.

From what it looks like, the counter is what object ID is being used

Both the counter and fastloop are on an always condition, the fastloop is able to increment the counter to a certain number before it is reset to 0

so basically it's a very fast counter that can go from 0 to x repeatedly

And due to how fastloops work, a counter will usually show the largest number it gets to

... and I totally forgot about the collision mask (although it's probably kind of buggy since no one ever uses it)

This post has been edited by Xgoff on Jul 4 2006, 08:50 AM


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SonicProject
Posted: Jul 4 2006, 08:51 AM
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Does this work with multiple unique active objects or do you have to make seperate counters and loops for each?


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Xgoff
Posted: Jul 4 2006, 08:52 AM
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QUOTE (King Bobo @ Jul 4 2006, 07:51 AM)
Does this work with multiple unique active objects or do you have to make seperate counters and loops for each?

It should work with object groups

Though I wouldn't abuse it with large numbers of AOs, since even though you ARE using a fastloop, you're still only testing collisions one object at a time

This post has been edited by Xgoff on Jul 4 2006, 08:54 AM


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Retriever II
Posted: Jul 4 2006, 01:39 PM
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Wait there's collision masks in MMF?


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Xgoff
Posted: Jul 4 2006, 02:06 PM
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QUOTE (Retriever II @ Jul 4 2006, 12:39 PM)
Wait there's collision masks in MMF?

yeah

they're kinda hidden in the storyboard controls for some reason


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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SonicProject
Posted: Jul 4 2006, 03:10 PM
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By the way, why isn't this submitted to the main site? :O

EDIT: Nevermind it is.

This post has been edited by King Bobo on Jul 4 2006, 03:11 PM


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Soniro
Posted: Jul 4 2006, 04:40 PM
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Hmmm.... This is some good enimy movement. I've tested and studied the events you made, and it seems that it needs a serten distence to change direction properly.
Other than that, you should be proud of your self. laugh.gif


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Draco Icebane
Posted: Jul 4 2006, 05:48 PM
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QUOTE (King Bobo @ Jul 4 2006, 04:49 AM)
I don't quite understand how the counter still works when you always set it to 0.

Because he always sets it to 0 as the first event, and then ****s around with it.
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