In the Custom Level I am currently working on, I have a situation where there are two Purple Pyramidz (PP) blocking a Blue Wormhole access. I have two sets of logics on those PPz; one requires two Gruntz on two Purple Switchez (PS); the other only requires one Gruntz on a PS. This has been working well for a month. Today, the single PS logic is not lowering those PPz, preventing the other two Gruntz from linking up. I have double-checked the PPz and the PSz ... everything is correct. I recall strange things happening in "Temple" regarding PS/PP with multiple logics on them. Does anyone remember what was done to get around that problem?
This has brought me to a dead stop in testing, at move 40 of 64! Now, I can modify the CL so that the two Gruntz (who activated the two PSz so that Grunt #3 could use the WormHole) warp to a different location ... but that means that I will have to re-play the testing all the way from the beginning. And I am already seeing Gruntz whenever I close my eyes! (To tired to make another pass at testing today. ) I need a solution that would allow me to continue from my last SAVE, if at all possible.
What I would reccommend (if there aren't a super amount of objects like 1000 or something since it may take a while then) is save as a copy of the level with ")ELETION" or something next to it, (make sure you have the original untouched!) and then just go by and delete non-essential logics. and test, then delete more and test, and so on.
I think you would breaking the "multi-grunt" purple pyramid rule by only associating one purple switch with pyramids though. Any chance of just putting an enemy grunt off somewhere to step on another purple switch?
I don't remember what was done in Temple, it was way too long ago, and I don't care much about Temple since it was an earlier "tryout" type level of mine to try out the editor. I will try to think of it if you want though if I can.