QUOTE (nijal @ Aug 16 2011, 01:47 PM)
So each switch event would be left at Parallel Process and each boulder event would stay as either Event Touch or Player Touch?
Sorta. I should probably establish this first: there's 5 switches and 5 boulders, and you have to push the boulders onto the switches, right?
You'll need something to keep track of where everything is. "Same as character" just puts them on the same "level" , which allows you to push or move something. "Below chars" is walk over it, ect
Let's say your switch is on tile 5
and you have to push the boulder onto it.
Create a parallel process event (PPr), and put it somewhere that the character can't get to it (lights/lamps are great for this) so they don't mess it up. Then make another one, same fashion.
If you have 5 boulders (B1-5), you'll need 5 switches and 10 variables, 2 for each of their X
We'll just do one:
1st parallel process eventcontrol variables set variable 1 to B1's map Xcontrol variables set variable 2 to B1's map Y
(repeat that for all 5 boulders. Since it's parallel process, it works in real-time and updates the variables based on B's current condition)
2nd parallel process event
condition branch if variable 1 =5
->condition branch is variable 2 = 7
-->turn switch B1 ON
the first one takes the X/Y and assigns it to a variable, and updates it as it changes. The 2nd one checks to see if the variables match the numbers, and when they do, turns a switch on. Keep in mind that all of this checks the position of only one boulder, but you only need the 2 events to run it the entire setup, neither of which should be accessible to the player (it's a precaution).
Assuming each boulder is an event on it's own you'll have: 7 events, 2 parallel process events, 5 switches and 10 variables.
On that note, I'm pretty sure there was a boulder moving event somewhere around here.
I took a look at your demo and you only did a part about jumping.
The lake is on the map (I think it's called woods) with the house, near a bridge and just south of the river at the top. There's also magic tree in the middle of it with 2 very long PPr events. When you walk up to the edge, it asks you if you want to fish or swim. There's a giant explanation about it if you check the comments for the event. The demo's meant for the advanced crowd, so having someone sit there and say some quick bit about it isn't sufficient. You also won't learn anything from one little textbox.
Anyways, the part you need to look at is the part about the 4 corners of the lake. Why? The corners are meant to be excluded, so when you step on them, nothing happens. Why should you care? Because it shows how matching an object's location to variables can cause things to happen (or not).
It's all just a matter of matching variables. The priority setting is irrelevant, and I'm pretty sure the only reason you were having this problem is because you used the PPr's for the switches themselves, which won't work. PPr typically just run things behind the scenes; you shouldn't let the player interact with or even touch them.
This post has been edited by Alt_Jack: Aug 16 2011, 05:17 PM