Ah, pre-processing of GEs... didn't think about that... that's right, then it would be hard...(what's 'esoteric' by the way?)
Oh, already implemented that other idea? You never stop surprising
That will make many things MUCH easier! I gotta play around with that a lot more
If i'm not mistaken, it would be pretty easy to teleport any element anywhere with this option... (hmm... "more warparound levels, here we come!!"...? we'll see...)
But is the "Set ce value = trigger element number" action made before or after the change? I think before the change would be best in this case..
I could have also used terms like deviously, or eccentric, or just strange... ;-)
Really don't know what 'esoteric' means? I think the whole world is quite esoteric these days! Nobody trusts in science anymore, but drinks levitated water for better health, stores his fruit and meat under little pyramids to keep them fresh for a longer time and uses semi-precious stones against cancer -- that's esoteric at it's best! ;-)
In other words, it's just the opposite to rationality! ;-)
But I'm getting off-topic... ;-)
> If i'm not mistaken, it would be pretty easy to teleport any element
> anywhere with this option...
Probably yes, although teleportation would create a new instance of the CE, with a new CE value. But you could use the CE score value, which would be the same for every (new) CE. This would then require a new CE for each teleporter. But I have no doubt that there are more possibilities that I don't think about at the moment.
> But is the "Set ce value = trigger element number" action made before or
> after the change? I think before the change would be best in this case..
Well, usually the CE actions are executed after the corresponding CE change on the same page, but it would probably easy to work around this by using a separate page with only the CE action (with a lower page number than the page that does the change then). Haven't tested this, though.
Another action which came to my mind:
Change direction of CE - turns the CE so it "points" to another direction
Move CE - simulates a real movement of the CE, and not a change to extended target like we usually use...
I hope Holger can understand why these are useful, so that I don't have to give him any arguments...
(and I was also thinking about changing a CEs speed, but that's not possible, right? since that would change the speed of all the CEs of that type, right...?)
I didn't read the post replies very carefully,
maybe somebode had this ideas yet:
-change when element [X] touches/hits/digs/destroys element [X]
-change [n] sec./frames after element [X] changes by page [n]
-change [n] sec./frames after player touches/presses/... element [X]
Sascha wrote:-change when element [X] touches/hits/digs/destroys element [X]
-change [n] sec./frames after element [X] changes by page [n]
-change [n] sec./frames after player touches/presses/... element [X]
and I have an idea for explosions:
-explode 5x5
The first one is already possible, at least a part of it, the second and the third aren't possible directly (but they can be achieved with a workaround).
Nice ideas anyway, I think, they could save some CEs here and there.
About the bigger explosion: this is also possible using some CEs. You could make something like the Escaper combo in Rockfighter, it is a big square explosion rotated by 45°.
It would help a lot to have for example:
Set ce value to elment value of element to the left
So that a CE to the right of a rock would get the CE value 4 (EL_ROCK = 4)
I don't watch this thread much so I don't know if the following was already suggested.
- move this CE in direction X (-> nearly infinite possibilities for custom "moving patterns")
- set CE speed, set CE artwork (this operates on all instances of the CE type, e.g. if CE1 does it, all CE1 instances, even those not yet created, will be faster)