Pushing a Floor the Size of 2 Events

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Started by StaticR 5 posts View original ↗
  1. Hi all, I'm working on my game and on one of the levels I want the player to be able to push on the base of a floor, go up a level, then walk across what they pushed.

    On a tile format they would look like this:
    [floor][floor]{Area2}[floor][floor]
    [floor][floor]{Event1}[floor][floor]
    [floor][floor]{Event2}[floor][floor]
    [floor][floor]{Area2}[floor][floor]

    So far, I've created two events: Base, and Floor. The Floor is set to be above the player until they go upstairs, which triggers a switch making it below them. The second event, Base, is set to be moved away from the player when they walk into it. It also moves the "Floor" event. When the upstairs switch is toggled, the Base event is set to be the same as the play's level and immobile. The issue with this is that the player can "walk" from the floor event to the real floor of the area.

    So far I've come up with 3 possible solutions. If I cover the real floor with a region, I could put 3 events around the Floor event and make then tangible based on region ID. The issue with this is that I'm not sure how to move these regions the same direction as the Base and Floor. I'm pretty sure it would have something to do with adding and subtracting variables, but I'm not too sure.

    Another way to do it would be to cover the floor with events, except in the spots where I want the player to be able to walk across. In theory this would work but seeing as the entire room is 91 x 55, I'm pretty sure it would cause a lot of lag.

    My third attempt I tried to create a "Magnet" based on where the player and Floor event is. It would restrict access depending on the location. Despite this, it would require an excessive amount of variables for potentially every spot the player can reach (Which is a lot considering there are 4 "floors"). I'm kind of at a wall here. Any ideas?
  2. Instead of covering the whole floor with a region and then having 3 tiles which are an exception, you could reverse that and just have the 3 relevant tiles with a region which (using a plugin) calls a common event. This could check which way the player is facing or anything else which affects how you want the event tile to behave. Shaz has a plugin which does this.
  3. That works perfectly, thanks for the help!
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