This problem is a bit hard to explain, but I'm sure most of you have encountered it, and maybe someone's figured a solution for it...
Let's say I'm making this physics engine. I set Rock to fall an amount of pixels equal to Rock's Velocity (Alterable Value A = AV A).
Now this works perfectly fine if there's only one Rock. But if there's more than one Rock, they all follow the latest Rock's AV A.
The question is... how do I set it so that every Rock will follow their own AV A?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
If you're code goes something like:
Set Y Pos to Y Pos + Value A("Rock")
you might want to replace it with something like:
Set Value B("Rock") --> Value B("Rock") + Value A("Rock")
Set Y Pos to Value B("Rock")
i used spread value in one of the other values to determine a difference.
but you need to a new line for every event for each new object
maybe yours would look like (if you did what i did)
(Alterable Value A = AV A b=1)
(Alterable Value A = AV A b=2)
(Alterable Value A = AV A b=3)
(Alterable Value A = AV A b=4)
(Alterable Value A = AV A b=5)
I don't really use fastloop anymore. I used to alot but then i realised that half the time i was using it for totally pointless things i could do anyway.
Objects will always follow their own alterable values, unless you break MMF's object selection process by using Compare Two General Values or something.
I.e. set X position to X + Value A will move each object independantly of its own alterable values.
i did have a problem with making an object a certain direction, each one was the same and it only worked when i spread value a. I probably used compare two values though now i think about it.
Hmm... maybe it's just a problem with the qualifiers then (again). Damn that idiot who said that qualifiers were bug-free.
Fast loop is even more event-specific, so it only makes the problem more complicated, even though it looks a bit nicer. Fast loop's getting over-rated. All these 'wannabe veterans' keep saying, "you can only solve problem X by using fast loop" even if it doesn't help things the least bit .
No offense, Tiles. I mean other people .
Edited by the Author.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Are you using the qualifier for all the events and actions involved in this part? Because sometimes if you, say, used a qualifier for the event, but the actual active object for the action, it can go wrong. Also, when are you adding to the Rock's value A? And are you using "Add to Value" or "Set Value A to Value A + 1" because I'd reccomend the first option because it could end up setting it's value to one of the other rock's values instead especailly if using a qualifier.
I completely agree with what Muz said last .. however, the specific prob you mentioned at the beggining of your post should be able to be handled fine... UNLESS you want collision. I agree that the fastloops are overrated. This shouldnt NEED to be done like this. Every programming/scripting language known to man that can create games has a way around this kind of prob except Clickteam products. I've also told them time and time again. Meh, well I'm sure they'll do something about it in MMF2. Or.. if they don't, I am boycotting Click.. seriously .. I've told them to fix this specific prob forever. And, to think about how it doesnt handle comparisons between 2 object's alt values.. try one object colliding with another instance of itself? haha but anyway i am being over nitpicking. In general you can do the most things you want doing things the long way. Fastloops do create quite a bit of unnececary slowdown for something that should be built in, tho : /
Fastloops are not overrated, they are incredibly useful. Fantastically useful. Everything I make in MMF uses fastloops in one way or another. What ISN'T good is throwing fastloop at a problem and hoping it will solve it.
I know that alterable values and qualifiers work perfectly. I have used them on a titanic scale in Terminal Orbit and there have never been any problems related to them. I think you need to describe your problem in more detail or provide a sample app which doesn't work.
All references to "OMG WTF THE COMMUNITY IS DYING" have been removed from this post
RC, I think you're just being awkward. Most of the things you are after can be done just aren't obvious how, with a little work you can usually do it.
And you say scripting languages have ways of doing it, yes. Using the exact same thing a fastloop. I think you're just afraid of using it. If the other game-making methods are so much better to you, then why don't you use them instead. clickteam products are amazing and if you were to boycott them, you'd be very alone.
I agree with you, Tigerworks. Fastloops are great but I don't get how suddenly people think they're the answer to every problem.