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- #Clickteam fusion 2.5 developer update patch download#
- #Clickteam fusion 2.5 developer update patch free#
- #Clickteam fusion 2.5 developer update patch windows#
*if you want create areas procedurally by `Iterate Area` with param once, this condition is here for you to check if it is able to iterate.* *if you `Calc Area` in all range mode, this condition will be true when iterate attack area in `On Iterate Area`* if `allRange` is true, `range` will be used as move range, and `allRangeAttackRange` is used as maximum attack range, both move & attack area will be calculated in one short, e.g., danger zone of enemy. if `attack` is false, both map collision & all unit are taken into account, for skills that push/pull unit
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if `attack` is true, `ignore flag` will be taken into account `allRange` & `allRangeAttackRange` are ignored in this mode no obstacle from start to the range (e.g., laser beam) *you can let extension retrieve collision of layers, or call `On Set Map By Collision` for each gird for you to check & set collisions directly* *usually map is updated before find/calc area if needed, then this condition will be triggered* *once you update terrain or dynamic, extension won't update the map immediately as you may set multiple points* If params are invalid, those conditions will return false and all A/C/Es rely on this class will do nothing/return default value, use this to debug* This class will be destructed then re-construct with new params in `Set Map` conditions. *extension maintains a internal class to handle everything. *Create different AOE area, check appendix for type declaration* *iterate zoc position for object, trigger `On Create Object Zoc` for you to create real zoc area* *iterate zoc position for object, auto create zoc area, coord param is ignored* *disable this if you encounter hash collision* *disable this may slightly improve performance as the state hash process is skipped* *disable stash will clear everything stashed* *stash will be clear automatically once map updated* *with this on, path & area will be stashed, then retrieve it with out calculate if states are the same (map/zoc/ignore flag, etc.)*
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If you don't need following actions immediately, use this action to avoid fusion remove the empty event*
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*This extension put find/calc area in condition to check if params area valid. IMHO extensions, especially extensions that provide basic mechanisms, should be open-sourced, as it's frustrating to find some bug somewhere (or need some new feature) and the author may have left forum & lost source code, so it will never be fixed or takes a long time, you have to find a way to bypass bugs, even modify your game design, or implement it in another inefficient way.Īlthough I cannot make everyone share their source code, but at least I can start from myself.
#Clickteam fusion 2.5 developer update patch download#
Note: HTML in doc didn't display properly on GitHub, please download it and open with compatible editor. Even if you rewrite it by require, C++ 17 is still needed as I used structured binding declaration. Note: You need a compatible version of visual studio with C++ 20 support, as I used concept in one place for fun.
#Clickteam fusion 2.5 developer update patch free#
This extension is still under development so if you find any issue or have suggestions, feel free to post here or open an issue here.
#Clickteam fusion 2.5 developer update patch windows#
A* Path Find, open source, 5X faster than Path Finding Object, planned for all runtime compatible.Ĭurrently it's Windows only, I'll start porting when features are stable, aka finish beta.
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