![clickteam fusion 2.5 download object clickteam fusion 2.5 download object](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/4ed20f8e-86aa-40c6-b58c-131e3b15f7d9/2321054762/clickteam-fusion-2-5-screenshot.jpg)
Insert a new condition, right-click on the Special Object and select Always. So, let's insert our first condition and hopefully this will click together easier. This is because we are looking for ACTIVE object that is greater than 100 to apply an action/some actions to, so those that don't meet the condition are not affected. The ACTIVE objects that are 100 or less on the X Position will not be affected. If the condition was something like X Position of “Active” object is greater than 100, then any actions performed on ACTIVE object in that event line will only apply to those ACTIVE objects that have an X Position greater than 100. So any actions on this event line to say our Active Object is going to be applied to ALL those active objects because the condition itself doesn't contain the active object. For example, Start of Frame condition is ambiguous, it doesn't reference any objects in the condition. IF the condition is ambiguous or has no relevance to an object, any actions performed on a given object is applied to ALL objects. When a 'condition' or a set of 'conditions' are met, actions that you set are performed on objects. If you understand how events work, which I would assume you do, you have 'conditions'. Ok so now we are in the frame editor, we are going to do some very simple and basic scoping techniques. Now let's jump into the event editor and make some magic with 'scoping down'. For the purposes of this guide, we've set it up like this You can setup the playarea to look how you want, we just need lots of Active objects on there. Once the dialog has closed, place the Active somewhere in the centre of the playarea, then drag some more (2,3,4,5) as many as you want, into the play area. We will tell it which frame to display in the events on the next section, when we 'scope down'.Ĭlick OK. This means the object will not animate through the frames, rather stay static. Then click on the tab 'Direction Options' and turn the animation speed down to 0. In this example, we will use Red, Yellow, Green, Blue. When you click the Bucket Tool, make sure you put the Tolerance Level to 100, this will fill it in quicker. You can use the 'Bucket Tool' to fill them in a particular colour from the colour palette. Once you have 4 frames, paint them all a different colour. Now create 4 frames by copy/pasting like so. Create a new application, jump into the frame editor and insert an Active Object.ĭrop it into the playarea, preferably around the middle. Ok, let's get started on creating this little test. In the proceeding pages, we will setup a 'test case' in the playarea and perform some eventing to scope down to particular objects. Object scoping in Fusion 2.5 can get DEEP, very deep! This is a great thing, as it gives you complete control over referencing individual instances of objects.
![clickteam fusion 2.5 download object clickteam fusion 2.5 download object](http://img.ibxk.com.br/2016/02/05/05124153991221.jpg)
We tell Fusion 2.5 in our events to select only objects that meet a certain criteria.
![clickteam fusion 2.5 download object clickteam fusion 2.5 download object](https://www.clickteam.com/wp-content/uploads/cf25-ss-2.jpg)
Now, we might want to display them all as red until a user puts their mouse over one of the actives and we display that one as yellow like so. If we do an event say, Start of Frame: Set Animation Frame to 1 (which is Frame 2 as it is 0-based, so 1=0, 2=1 etc.) it will apply the same to all like so the end result telling all 3 Actives to display frame 2 (Yellow) like so. You can see here, we are using the object called 'Active' and we have 3 x Actives in the playarea. We don't want to animate, just have 4 frames to choose from. For instance, if we have 1 object in our frame called, Active that has 4 frames representing a colour like so: If you don't 'scope down' then Fusion 2.5 will, in most cases, apply the action to ALL of them same objects. Sometimes, you may want certain conditions or actions to concentrate on just one of those objects instead of all of them. Sometimes, when you create your computer game, you may have one type of enemy placed all over the level.