Post by Zu on May 4, 2011 3:04:20 GMT -8
It is already known that you can use TileSecretTrigger also with normal switchez, resulting in magical, permanent tile replacementz that you can switch on and off.
It was also mentioned that while you can use TileSecretTrigger to change the switch into a ground tile or whatever, the game will NOT like it if you will try to apply the TileTriggerSwitch logic to a non-switch tile, even if there's a TileSecretTrigger that's supposed to turn it into a switch.
However, I found a solution to bypass the problem.
This solution involves usage of three objects: a rolling ball, a special switch and something that will destroy the rolling ball - all of this hidden somewhere on the level, in a place that the solver won't be able to see until the ball gets destroyed and the switch turns into a ground tile.
Basically, if your CL involves switchez that are intended to be initially hidden, you have to make them initially present in the editor (so the game will understand it as correctly applying the TileTriggerSwitch to a switch tile) and include a special switch on the level that will be immediately pressed by a rolling ball, turning itself and all of these switchez into ground tilez. Once the switch gets turned into a ground tile and a rolling ball is destroyed, all signs of this solution are no longer visible for the solver, especially that it should happen in a matter of second or two.
An example of this can be seen in a test I made in my testing level:
Blue switchez turn the green onez into ground tilez and vice versa. Green switchez control the pyramidz. Black switch permanently turns the upper blue switch into ground tile and becomes a grey construction pyramid. Once the rolling ball is released, the only viable way of bringing the green switchez back is by using the lower blue switch.
It was also mentioned that while you can use TileSecretTrigger to change the switch into a ground tile or whatever, the game will NOT like it if you will try to apply the TileTriggerSwitch logic to a non-switch tile, even if there's a TileSecretTrigger that's supposed to turn it into a switch.
However, I found a solution to bypass the problem.
This solution involves usage of three objects: a rolling ball, a special switch and something that will destroy the rolling ball - all of this hidden somewhere on the level, in a place that the solver won't be able to see until the ball gets destroyed and the switch turns into a ground tile.
Basically, if your CL involves switchez that are intended to be initially hidden, you have to make them initially present in the editor (so the game will understand it as correctly applying the TileTriggerSwitch to a switch tile) and include a special switch on the level that will be immediately pressed by a rolling ball, turning itself and all of these switchez into ground tilez. Once the switch gets turned into a ground tile and a rolling ball is destroyed, all signs of this solution are no longer visible for the solver, especially that it should happen in a matter of second or two.
An example of this can be seen in a test I made in my testing level:
Blue switchez turn the green onez into ground tilez and vice versa. Green switchez control the pyramidz. Black switch permanently turns the upper blue switch into ground tile and becomes a grey construction pyramid. Once the rolling ball is released, the only viable way of bringing the green switchez back is by using the lower blue switch.