Is it possible? Sending a GameCommand(CMD_REFRESH) doesn't work. Neither does ObjPresent(idx) (although it's technically a brush ID and not an object ID).
8 posts
no, it isn't possible. sorry.
As delta said, it's not possible. Brushes are partitioned in rooms. But you can move them inside their room, but not outside. Use dynamic brushes, or duplicate the static ones depending on what you need.
I wonder what your trying to achieve Queex? Maybe Jamie/Alex can suggest a different way of approaching this?
hmm well....
personally, if i were doing it, I'd use the code I've wrote especially for CoTM to enable dynamic objects to act as 'block' brushes, but that is rather complex coding, and involves quite a few modifications to the original code. Plus it's highly specialised for CoTM, and may not necessarily work as expected in a classic dizzy game.
Otherwise, your only real option is to botch it. :tongue: basically it depends on what exactly you're trying to do, but you could always use a dynamic object with the collider property set to 'hard collision'. Alternatively you could use a brush in each room instead.
personally, if i were doing it, I'd use the code I've wrote especially for CoTM to enable dynamic objects to act as 'block' brushes, but that is rather complex coding, and involves quite a few modifications to the original code. Plus it's highly specialised for CoTM, and may not necessarily work as expected in a classic dizzy game.
Otherwise, your only real option is to botch it. :tongue: basically it depends on what exactly you're trying to do, but you could always use a dynamic object with the collider property set to 'hard collision'. Alternatively you could use a brush in each room instead.
I settled on a dynamic brush with hard collision. It turned up a flaw in the ice code, but there are deeper problems with that I still need to look at.
ahhh - are you trying to create the effect of continuous skidding on ice from one room to the next?
Actually, just a boat you can drop things on. :wink: