Can you believe it?
Another few question to all you professional map-makers out there
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Are extra2 links meant to work at all between switches? I'm presuming not since after noticing that they didn't, the pdf manual talks about them only working for when the sprite in question is 'picked up' or destroyed.
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Force fields (and other triggers) is it possible to make a trigger into something by a means other than the name? I'd like to call my force field something else (or even "foo.Force Field") so as to allow switch deactivation to work. (unless someone knows a way to do this otherwise since as I mentioned above, extra2 doesn't seem to work?)
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Is it possible to create mini timed sections of your map like the race-course and forest mini-games?
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Is it possible to remove pickups from the player at a later stage? (I'm trying to work around the fact that the players can always use all colours of all the guns they have - e.g. I'd like to especially be able to control the colours of the wave gun - even if that means removing some colours once the player gets it).
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Damage - is it possible to control how much damage is taken by impact with enemy sprites? It seems to be dependent on what sort of sprite it is from what I can see (or is it the AI?)
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(Just a vague hope really thinking of AI's, rather than any real belief it exists but...) is it possible to get the editor to show the AI's in a sane order like e.g. alphabetically. I really couldn't care less what order their id's are - which I guess is what it is 'ordered' by.
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Is it possible to 'resurrect' dead/removed sprites at all? Big levels get a little empty once you've blown everything up without having the leaving and re-entering the map trick the main game uses to (mostly) reset the level.
Thanks for all the answers. I'm guessing the answers are going to be
no, no, no, nope, no, no and uhhh... no.