Author Topic: Level: Dimension Dimension  (Read 9414 times)

Dav999

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Re: Level: Dimension Dimension
« Reply #45 on: November 19, 2012, 10:40:39 AM »
Also, if a companion dies, do you die too, like in the main game?

Companions can't die! That's why intermission levels with companions will always be kinda dull, there's no way you can see where a companion is, also because :viridian:'s position doesn't exactly indicate where a companion is, and they can't activate scripts.

avengah

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Re: Level: Dimension Dimension
« Reply #46 on: November 19, 2012, 10:49:17 AM »
The main game even has a companion activate a checkpoint. I take it that won't happen in custom levels either? Do companions walk over spikes or through them?

ToasterApocalypse

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Re: Level: Dimension Dimension
« Reply #47 on: November 19, 2012, 11:02:34 AM »
The main game even has a companion activate a checkpoint. I take it that won't happen in custom levels either? Do companions walk over spikes or through them?

Probably through.

FIQ

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Re: Level: Dimension Dimension
« Reply #48 on: November 20, 2012, 02:35:13 PM »
Are you sure that intermission 1 crewmates are hardcoded? You should be able to create them with createentity().

avengah

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Re: Level: Dimension Dimension
« Reply #49 on: November 20, 2012, 05:39:39 PM »
I've had an idea. Since createentity is a conditional command, are there any entities you can create that act as either moving or still obstacles, either deadly or simply obstructions? You see, you can create a coin with an entity ID of whatever, and create an obstacle with the same entity ID. It has to be in a different room - I tried creating two coins with the same ID in one room, and collecting the first does not make the second disappear. So, you could collect a coin in one room, and an obstacle in another room would fail to spawn. Am I on to something?

Alternatively, it could be the same room but you'd have to leave and re-enter. This is just a general query; not specifically for this level but the coin thing has given me the idea.