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hapsi
Registered 13/11/2003
Points 775
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29th August, 2012 at 29/08/2012 13:24:44 -
I have 3 MMF2 related problems. They aren't big, but they annoy me.
1.
How to delete objects shown in the objects list and are nowhere in area or in events?
2.
Can i paste into background or add backdropp scaled and/or angled active object as it is?
3.
Why do i have active objects in the left top corner out side of frame area, witch if i try to delete, it says all the events concerning them will be deleted permanently?
I have "never --> create (active object x)" for all the objects that i use, so it is'nt about that.
I guess they aren't there in the runtime. I haven't created them there.
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nivram
Registered 20/07/2006
Points 171
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29th August, 2012 at 29/08/2012 15:06:43 -
1. Drag the problem active into the "area" and try to delete it. Or, drag the active into the "area" and make a crap event (Like Start of frame do nothing). Make a a active and replace the problem active with the new active. Then try to delete the problem active.
Marv
458 MMF2 & CTF 2.5 examples and games
http://www.castles-of-britain.com/mmf2examples.htm
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nim
Registered 17/05/2002
Points 7234
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29th August, 2012 at 29/08/2012 15:58:14 -
"I have "never --> create (active object x)" for all the objects that i use, so it is'nt about that."
If you have a "Create" event for all of your objects then this will explain 1. and 3. Even though you're using a "Never" condition, MMF doesn't care and will keep those objects in the object list until you delete any reference to creating them.
2. As far as I know, no, this isn't possible. If you absolutely need this effect then look into using the Surface object.
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hapsi
Registered 13/11/2003
Points 775
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29th August, 2012 at 29/08/2012 19:13:40 -
Originally Posted by nivram 1. Drag the problem active into the "area" and try to delete it. Or, drag the active into the "area" and make a crap event (Like Start of frame do nothing). Make a a active and replace the problem active with the new active. Then try to delete the problem active.
Marv
Did not work. I restarted MMF2 but no. The active object that i want doesn't show up in event editor..
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hapsi
Registered 13/11/2003
Points 775
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29th August, 2012 at 29/08/2012 19:23:47 -
Originally Posted by nim "I have "never --> create (active object x)" for all the objects that i use, so it is'nt about that."
If you have a "Create" event for all of your objects then this will explain 1. and 3. Even though you're using a "Never" condition, MMF doesn't care and will keep those objects in the object list until you delete any reference to creating them.
2. As far as I know, no, this isn't possible. If you absolutely need this effect then look into using the Surface object.
You misunderstood my question. I meant i have "never-->create object x" in only the active objects i need. Those witch are in the list that i don't need, do not have any events. The "unwanted objects" don't even show up in the event editor, so i can't make an event for them.
Ok the 2. isn't that bad, it would just be cool if MMF2 allowed the action. All the brick crap from fallen walls and dead bodies would look smoother.
How will the never event do the 3.?
And is there another way to keep those objects in the list without having at least one of them physically exist somewhere(with out the "never-->create active x").
Edited by hapsi
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hapsi
Registered 13/11/2003
Points 775
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31st August, 2012 at 31/08/2012 16:51:36 -
Seriously? Nobody knows solution to ANY of these. Maybe there is no solution..?
Quite indeed Clickteam
Edited by hapsi
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Chris Donovan
Registered 15/06/2003
Points 448
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31st August, 2012 at 31/08/2012 19:40:04 -
"1.
How to delete objects shown in the objects list and are nowhere in area or in events? "
I know that you checked, but there may still be an event hiding in an object, global or frame event. They're sneaky like that!
"3.
Why do i have active objects in the left top corner out side of frame area, witch if i try to delete, it says all the events concerning them will be deleted permanently? "
I think MMF 2 assumes that, for efficiency, if the object doesn't exist, you don't need events involving them anymore. It's related to problem 1.
Send me feedback on my latest game, It Never Ends.
http://www.misterdonovan.com/it-never-ends/info/
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Chris Burrows
Registered 14/09/2002
Points 2396
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2nd September, 2012 at 02/09/2012 03:58:43 -
Send me your mfa and I'll find your hiding object. chrishrew@hotmail.com
n/a
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hapsi
Registered 13/11/2003
Points 775
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2nd September, 2012 at 02/09/2012 17:12:19 -
There is a new bug that actually matters: The game crushes always when i do different things that aren't connected (as far as i have studied). Maybe crowd sourcing would help me if there are any volunteers. Is there any kind of way in MMF2 to find out what were the last events before the game crushes?
Edited by hapsi
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lembi2001
Registered 01/04/2005
Points 608
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2nd September, 2012 at 02/09/2012 18:21:58 -
Some people create an error log style event in their apps. Basically you tell MMF to add a line of text after each event detailing what had been done.
I am more than happy to help test it assuming you haven't done it in MMF2 Dev?
n/a
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hapsi
Registered 13/11/2003
Points 775
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2nd September, 2012 at 02/09/2012 20:27:15 -
No its all MMF2. I'll have to change some stuff like instructions(controls) before.
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hapsi
Registered 13/11/2003
Points 775
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3rd September, 2012 at 03/09/2012 20:46:11 -
Originally Posted by lembi2001 Some people create an error log style event in their apps. Basically you tell MMF to add a line of text after each event detailing what had been done.
I am more than happy to help test it assuming you haven't done it in MMF2 Dev?
Check your TDC mail.
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