A CE should be walkable (or how it´s written :P ) but not leavable.
So the player should be able to be inside, over, under it, but he should not be able to leave this (nearer description).
Example: A CE-Amoeba-Thing, maybe called "Net amoeba", growing, and able to grow over the player. If it is over the player, the player can´t move any more. After a while it disappears and the player can move again. (else it would be sense-less... the player could also die so, if it wouldn´t disappear)
And many other things connected with triggers and stuff. (where the "other" things are more than you think of)
I just list my ideas in hope they will be added as soon as possible. ;)
Small reminder what´s important to do/fix:
- 3+3 explosion sound bug
- Walkable but not leavable
- Actions by CE changes
- Border invisiblity option
Walkable but in no directions
Moderators: Flumminator, Zomis
> So the player should be able to be inside, over, under it, but he should not be able to leave this
Hmm, maybe this can be solved by a CE that is "walkable", but without any valid direction (read: with "walk from" direction set to "none"). I know, this is currently not supported by the level editor, but maybe it already works. I'll check this.
> Small reminder what´s important to do/fix:
> - 3+3 explosion sound bug
Hey, that's already fixed. :-)
Hmm, maybe this can be solved by a CE that is "walkable", but without any valid direction (read: with "walk from" direction set to "none"). I know, this is currently not supported by the level editor, but maybe it already works. I'll check this.
> Small reminder what´s important to do/fix:
> - 3+3 explosion sound bug
Hey, that's already fixed. :-)
>> - 3+3 explosion sound bug
> Hey, that's already fixed.
Oh, sorry ! :)
> Hmm, maybe this can be solved by a CE that is "walkable", but without any valid direction
Yes. The player should not die if he gets teleported or CE-changed there.
Oh... I know the problem... It should be not enter- AND leavable.
BTW: I have one more example:
A "lift". 2 rooms, only reachable by the lift, cause one room is "higher". So there´s that lift between. And 2 players who wants to pass through.
Enter the lift (from room '1'), and it gets unleavable. You need to wait some seconds, and it opens, now you can leave it and you are in room '2'. Player 2 can go into the lift now, if player 1 left it. Same process.
A picture:























































> Hey, that's already fixed.
Oh, sorry ! :)
> Hmm, maybe this can be solved by a CE that is "walkable", but without any valid direction
Yes. The player should not die if he gets teleported or CE-changed there.
Oh... I know the problem... It should be not enter- AND leavable.
BTW: I have one more example:
A "lift". 2 rooms, only reachable by the lift, cause one room is "higher". So there´s that lift between. And 2 players who wants to pass through.
Enter the lift (from room '1'), and it gets unleavable. You need to wait some seconds, and it opens, now you can leave it and you are in room '2'. Player 2 can go into the lift now, if player 1 left it. Same process.
A picture:























































The solution
Create 2 Change page
s on the open lift. in one check when yellow player go, then change to the closed lift. in next check do the same when red player go.
The Closed lift will change to Open lift within some seconds (decide on Change page)
It uses 2 CEs
.
The open lift will change to closed lift and player in the right side of it.
This is O.K?
s on the open lift. in one check when yellow player go, then change to the closed lift. in next check do the same when red player go.
The Closed lift will change to Open lift within some seconds (decide on Change page)
It uses 2 CEs

The open lift will change to closed lift and player in the right side of it.
This is O.K?
> Speaking of which, if you happen to drop something while in it, you can
> leave without a problem
Oops?! I cannot reproduce this. :-(
I created three CEs:
- CE1: walkable, no direction
- CE2: walkable, all directions, changes to CE1 when entered by player
- CE3: collectable & droppable
When the player collects CE3 and then moves to CE2 (which then changes to CE1), the player can neither drop CE3 there nor leave the CE1.
I can only reproduce that bug when dropping classic dynamite in CE1 -- this is indeed a bug.
Then I just noticed that I cannot save "walkable / no direction" CEs -- after saving, leaving and re-entering the editor it is "walkable / all directions" again. :-o
Oh well, seems that I already have to fix further bugs in 3.1.1... :-(
> leave without a problem
Oops?! I cannot reproduce this. :-(
I created three CEs:
- CE1: walkable, no direction
- CE2: walkable, all directions, changes to CE1 when entered by player
- CE3: collectable & droppable
When the player collects CE3 and then moves to CE2 (which then changes to CE1), the player can neither drop CE3 there nor leave the CE1.
I can only reproduce that bug when dropping classic dynamite in CE1 -- this is indeed a bug.
Then I just noticed that I cannot save "walkable / no direction" CEs -- after saving, leaving and re-entering the editor it is "walkable / all directions" again. :-o
Oh well, seems that I already have to fix further bugs in 3.1.1... :-(
Har har har...
I create the classic version of this. Uses ONLY 2 CEs 
and work in R'n'd 3.1.0 and (proably) 3.0.8

and work in R'n'd 3.1.0 and (proably) 3.0.8
