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Rick Shaw



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  30/04/2008
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21st March, 2013 at 21/03/2013 08:09:23 -

So it seems that somewhere along the line a major update was done to how MMF handles global objects. For the most part, I'm really really enjoying this and how it's made it possible to retroactively reprogram all the instances of different enemies and things that used to be set in stone.

Documentation about these changes seem scarce. It's clear now that I can edit the animations and "behavior" events for all instances simultaneously if I make the objects global. But now it also seems their variables carry over from screen to screen? Is that right? This seems to be creating some new and unexpected behavior in my AI.

 
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nim



Registered
  17/05/2002
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  7233
21st March, 2013 at 21/03/2013 12:01:54 -

I use Global Events and Global Objects (they're separate things) but admittedly very sparingly. Apart from a couple of instances of weirdness I've had no troubles. If you're using Global Events or Objects, you should probably stay away from Behaviors and Qualifiers. That's just a personal opinion but I've heard that it's a recipe for frustration and disappointment.

 
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Rick Shaw



Registered
  30/04/2008
Points
  158
22nd March, 2013 at 22/03/2013 03:46:49 -

Good to know now I guess... Do you think it's possible or advisable to switch my objects back to being local now that I've synced them all up and fixed problems they used to have? That seems like the simplest approach...

 
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