Posted: Wed Oct 31, 2007 12:46 am
Well, I had a quick look, and indeed it works. However, I have still some problems. IMO, they can be avoided by using other CEs when appropriate, but that's not as easy as it sounds.
1. If I define the dolly to be able to dig the tubes, it digs the horizontal tube also when it is pushed vertically, and vice-versa. It should, for instance, dig the horizontal tube only when it is pressed horizontally. I can probably change that using a "main dolly" that cannot dig anything, and by changing it to another CE that can dig the horizontal tube only when it pressed horizontally, but, as I said, it's not as simple as it sounds.
2. I am unable to stop the dolly by changing it to itself when it hits a tube, as you have suggested. It digs all tubes until it hits another element. Seems that the diggable elements are not considered as "something". Again, I can probably use a dolly that cannot dig anything during the free moves, and replace it by a "digging dolly" when it is pressed.
3. Mainly a cosmetic problem, but currently, the tube disappears when the dolly is pushed for a very short duration (in fact it disappears as soon as the dolly is pressed.) So, if the player releases the key quickly, the tube is gone, but the dolly and the player have not moved. That's not what I need for XOR. I can easily change that by setting the push delays to 0, but that implies that the user must press the keys carefully. The push delay is a good thing to avoid mistakes. So, if it's easy to do, I would like to have the diggable element disappear only at the end of the push delay, when the pushed element moves really.
Anyway, that's already really simpler for me, so I can live with those limitations. Thanks again!
I will try to re-program the elements using the new features, and report later if I find other problems. But I need some time...
1. If I define the dolly to be able to dig the tubes, it digs the horizontal tube also when it is pushed vertically, and vice-versa. It should, for instance, dig the horizontal tube only when it is pressed horizontally. I can probably change that using a "main dolly" that cannot dig anything, and by changing it to another CE that can dig the horizontal tube only when it pressed horizontally, but, as I said, it's not as simple as it sounds.
2. I am unable to stop the dolly by changing it to itself when it hits a tube, as you have suggested. It digs all tubes until it hits another element. Seems that the diggable elements are not considered as "something". Again, I can probably use a dolly that cannot dig anything during the free moves, and replace it by a "digging dolly" when it is pressed.
3. Mainly a cosmetic problem, but currently, the tube disappears when the dolly is pushed for a very short duration (in fact it disappears as soon as the dolly is pressed.) So, if the player releases the key quickly, the tube is gone, but the dolly and the player have not moved. That's not what I need for XOR. I can easily change that by setting the push delays to 0, but that implies that the user must press the keys carefully. The push delay is a good thing to avoid mistakes. So, if it's easy to do, I would like to have the diggable element disappear only at the end of the push delay, when the pushed element moves really.
Anyway, that's already really simpler for me, so I can live with those limitations. Thanks again!
I will try to re-program the elements using the new features, and report later if I find other problems. But I need some time...