Posted By
Message
RapidFlash Savior of the UniverseRegistered 14/05/2002
Points 2712
30th January, 2005 at 17:13:03 -
Is there any way to disable an object's behaviour in MMF without having a "If Value A = 1" event?
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ChrisB Crazy?
Registered 16/08/2002
Points 5457
30th January, 2005 at 18:00:19 -
Nope, because essentially behaviours are copied to the end of the main event list.
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Tigerworks Klik LegendRegistered 15/01/2002
Points 3882
30th January, 2005 at 18:52:58 -
Can't you put the entire behaviour in to a group then disable the group?
- Tigerworks
Silveraura God's GodRegistered 08/08/2002
Points 6747
30th January, 2005 at 19:04:29 -
I was going to say that, but then I thought it was only events, I dont know if its behaviours too.
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Dave Matthew (Jester Gaming)
Registered 09/07/2004
Points 148
31st January, 2005 at 12:12:13 -
what is the difference between events and behaviours?
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Radix hot for teacherRegistered 01/10/2003
Points 3139
31st January, 2005 at 16:30:11 -
Dave: Behaviours are internal event lists attached to an active object. It's just for convenience, really.
Tigs: IIRC you can't have groups inside behaviours, or at least I'm pretty sure I've tried and failed in 1.2.
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AsparagusTrevor Mine's a pint of the black stuffRegistered 20/08/2002
Points 2364
31st January, 2005 at 16:38:15 -
You can have groups inside behaviors in MMF 1.5
Radix hot for teacherRegistered 01/10/2003
Points 3139
31st January, 2005 at 16:50:46 -
I just checked. In 1.2 at least, you can have groups inside behaviours, but you can't activate/deactivate them from the main event list. I suppose you'd have to use a flag and have the behaviour deactivate itself. Don't know about 1.5.
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AsparagusTrevor Mine's a pint of the black stuffRegistered 20/08/2002
Points 2364
31st January, 2005 at 17:08:47 -
No, there's no crossing over events at all within behaviours and the main event list, not even in 1.5.
Behaviours only serve as a means of keeping things tidy really anyway, RapidFlash you'll just have to copy the behaviours into the main event list.