The pit monsters? let's see here, maybe do this: Have the two combos, one for the inactive pit monster, and one for the active monster, wich both are Stairs combos. (if you're working with beta 2.10, make sure all combos have the same animaton frame.) Have each other connected by using the Next box in the combo editor, puting the active monster combo tile in that box for the inactive monster, and then the just the opposite for the active monster combo. (make sure that you have a timed animaton as well as a few repeated frames--having just two does you no justice, since it will just do those two first and not repeat, then to the next combo). After this, make some tiles, and use the Next: box to use the conveyor tiles included with the set. (make sure that the tiles have the same timing and animation frames.)make copies of this combo, but change the Next combo to another conveyor combo. Lay out what the pit monster will do with these tiles: suck in, blow out, something like that. The tiles with the Next combo as a conveyor will cuse the sucking/blowing action that Link feels. After checking that all this works and functions correctly, put a layer of tiles over the tiles with the conveyor as its next combo. Last, put a strike/slash flag over the pit monster, set its secret combo that happens, and make all conveyor combos into plain combos from the Secret Combos 16-31 box.
Sorry, but this is just as clear as I can make it.
Edited by Linkus Mastii, 10 August 2005 - 03:59 PM.