Why? Why cant there be more than 32 internal flags per active etc? I would understand this if it is a performance issue, BUT you should be able to change it. Like in mmf2 you can change max actives to 20 000 (and why not as much as you want?). Shouldn't some of these restrictions be changeable?
Because the memory being for those objects is allocated when the object is created, but you're right we should be able to adjust that amount as we see fit.
I'm sure there must have been some sort of reasoning for their decision to make it the way it is, but whatever the reason it does cause some issues for some users.
I guess nothing is never perfect, but these restrictions seem so easy to change. Adding adjustment buttons to the interface can require a a little time. Flags however, is just annoying that it's limited so low.
My suggestion is to try and find ways to simplify, simplify, simplify.
I know this is in some way related to your huge tactical military game. It's tough to solve the problems at times. But keep at it, strive to make things simpler to approach, and you'll make it.
Probably cause they have been using the same program design logic since KNP. They have increased the restrictions since then and allowed naming of the variables, but the restrictions still exist.
I wonder why someone hasn't made an extension that allows you to bind custom variables to an object ID.
Originally Posted by s-m-r My suggestion is to try and find ways to simplify, simplify, simplify.
I know this is in some way related to your huge tactical military game. It's tough to solve the problems at times. But keep at it, strive to make things simpler to approach, and you'll make it.
You're right. I just didn't know about these restrictions when i started creating the game. I can go around flags but it's not as simple as it would be if there were unlimited flag limit.
Originally Posted by The Cecilizer I wonder why someone hasn't made an extension that allows you to bind custom variables to an object ID.
They have - it's called the "ValueAdd" extension.
I know about this extension. Does it add the flags/values so that you can use them the same way you normally do? My money is on no, witch means more work (yes, even if it was only a one click further).
Originally Posted by The Cecilizer I wonder why someone hasn't made an extension that allows you to bind custom variables to an object ID.
They have - it's called the "ValueAdd" extension.
I haven't updated my extensions in a while since I don't use mmf2 anymore for anything but making examples occasionally for other people. When was it added? as it isn't in my list and I install all extension packs and various others when i update.
Last updated in September 2010 apparently, so it's certainly not new.
Make sure you get the latest version though, as the original didn't properly support object focus, making it fairly pointless.
If you need more than 32 flags, you can create a new object - flag object or so - which only purpose is adding new flags. That way you can create more flags at the cost of an active object. Not really a good workaround, but for less than 65 flags it should be workable.
The 32 values correspond to 5 bits, but that doesn't give me anymore info. I thought maybe they used a 16 bit variable from the 16 bit era, but that should give you way more flags.
Perhaps they thought: o well, who can remember more than 32 flags?
Well in some projects it's just easier with a lots of flags in use. My point is that if clickteam makes limits like that, why doesn't it give an ability to change those limits. The active object limit being changeable is a good start, but they should make it so that you can change every variable even on your own cost.