yes the hardWired "rat in a maze" feature is indestructible...shame
The only idea i have involves using a barrier of event tiles about 2** movement tiles away and triggering a blank animation with an engine call action of type freeze player in its first frame and unfreeze in its last frame... however this will only work when the player steps over it see scenario below.
the player is moving about and headed for a wall...OH NO!!!, he trips the freeze tile event, he skids one more tile and comes to a dead stop. The prob is that this only prevents the initial collision(read:the engine will allow the player to walk around again) and when walking away from the wall (unless using a conditional and variable) the player will pause when passing back over.
one other solution would be to bounce the player away from the wall, this requires the triggering tiles to be parallel to the wall, and some well thought out calculations:
edit the walking sequence, add a call event flag at the start of every directional subanimation.
(for example running into a wall while walking north easternly)
first create some globals:
gb_colliding
gb_ newX
gb_ newY
and the event will say :
conditional if gb_colliding = 1 (enabler) then do nothing else endEvent
change global gb_ newX=PlayerX
change global gb_ newX-1
change global gb_ newY=PlayerY
change global gb_ newY-1
Player MapPosition newX,newY
this will move you're player on a negative slope away from the wall when they enter into the event cell.
on the other hand i see no reason why you'd have to move them from the space at all you could instead record the position and make no changes +/-, i don;'t think you need to worry about the engine firing the event contantly i don't think it fires cell eventss when you teleport, kind of a failSafe to prevent your future gamers from getting pissed at you for placing them in the line of fire.
that aside if you choose to do the bouncing you might want to chaange the animation to one of falling down and getting dizzy or just some indication that the player just ran head first into a wall and that its a bad thing...
if anyone tries either method out please feel free to post your reults...hint this can be used to simulate gravity and primitvie physics( action, equal opposite reaction).
**(the engine usually lets the character sneak in one more movement tile before they are frozen)
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EDIT: Clarity clarity clarity
(This message has been edited by ellrx (edited 01-15-2003).)