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> Parts attatch in MMF?
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Slamman
  Posted: Oct 11 2005, 06:49 PM
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I'm trying to make a game where parts like arms and legs are seperate from the body without the part start slowly moving away from the body when you move your character. How do I make parts lock solid on on the body? This would really help.

Thanks

This post has been edited by Slamman on Oct 11 2005, 06:49 PM


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Xgoff
Posted: Oct 11 2005, 07:07 PM
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I'm assuming you know how to position correctly. If you're using a static engine try putting an Always event with all movement input events


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Draco Icebane
Posted: Oct 11 2005, 07:24 PM
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The pieces must constantly be set to varying positions of the main torso according to the properties specified by the animation frame in question

This is most easily done with a custom animation script

Xgoff's event must be placed at the very bottom of your events list to function properly
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Xgoff
Posted: Oct 11 2005, 07:27 PM
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QUOTE (Draco Icebane @ Oct 11 2005, 06:24 PM)
Xgoff's event must be placed at the very bottom of your events list to function properly

Oh that's why it almost never worked for me


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Nicholas Ainsworth
Posted: Oct 11 2005, 07:33 PM
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QUOTE (Xgoff @ Oct 11 2005, 07:27 PM)
Oh that's why it almost never worked for me

Yeah, I figured that out too months ago. To this day, I still curse MMF's logic system for being so retarded.


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Draco Icebane
Posted: Oct 11 2005, 08:22 PM
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QUOTE (Kitsune Yamato @ Oct 11 2005, 05:33 PM)
Yeah, I figured that out too months ago. To this day, I still curse MMF's logic system for being so retarded.

It's nothing wrong with MMF; in fact, it's doing everything right.

Keep in mind that MMF does use code in its program, because it's making computer programs; and in a loop of code, every time the loop completes the graphical output is updated.
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Nicholas Ainsworth
Posted: Oct 11 2005, 08:27 PM
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QUOTE (Draco Icebane @ Oct 11 2005, 08:22 PM)
It's nothing wrong with MMF; in fact, it's doing everything right.

Keep in mind that MMF does use code in its program, because it's making computer programs; and in a loop of code, every time the loop completes the graphical output is updated.

Wait, so why do Always events placed at the beginning always lag as they do?


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Draco Icebane
Posted: Oct 11 2005, 08:32 PM
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QUOTE (Kitsune Yamato @ Oct 11 2005, 06:27 PM)
Wait, so why do Always events placed at the beginning always lag as they do?

If Always goes first, then events placed after Always will take effect and change the position of objects; the screen is then updated and then the Always event is checked again
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DJ Yoshiman
  Posted: Oct 11 2005, 09:40 PM
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You could also use actual loops in MMF.


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Draco Icebane
Posted: Oct 11 2005, 10:42 PM
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QUOTE (Yoshiman @ Oct 11 2005, 07:40 PM)
You could also use actual loops in MMF.

MMF's entire code system is one big loop but if you mean FastLoops those are not necessary for this feature

However FastLoops will be necessary for flawless collision detection in which case the Always events' "set position of Part to Parent" actions must be copied into the fastloop events as well
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RelmM
Posted: Oct 13 2005, 02:53 PM
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Hmm... so that's what the child and parent features were for biggrin.gif


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