Enemies can be pushed into pits with the engine, no scripts required. Might need to change the Movement Flags for certain enemy types, available in the enemy editor.
Yeah, I know.
That's the most important reason why I wanted to use true Ptifall Combos, instead of the No Ground Enemies CMB, which are used by Moosh_pit default settings.
Sorry if I didn't found the right words, to explain what I meant.
I only tried to use Moosh_Pit, cause I wanted the "Fall from Ceiling" animation.
Fall from ceiling would be interesting, though it'd need some amount of configuration; would take a bit to write, and test. Quite possible it can be added, though.
That sounds good.
It would be great.
I love the engine pits. And they would be completely perfect, with that feature.
The "Fall from Ceiling" opening, might be (un-)checkable, by the Pit Combo attributes.
...If it's also possible to add an "Fall from Ceiling" Sound attribute, I would be a happy lil' Bagu
Scripting it shouldn't be too hard either- just detect if Link is falling, and if the screen changes shortly thereafter, set his Z to a high value, and prevent movement until Z is 0 (he has landed). Not necessarily the easiest script, but not too difficult either.
Regardless, I would not attempt to combine MooshPit with engine pits.
I guess I would need a lot of help, to script that.
Most of my current "own" scripts, are patchworks of commands, that I learned to use.
...but I don't know how to detect if Link's falling and call a "Fall from Ceiling" animation, when the screen's changed.
To use MooshPit was just an idea.
Edited by Bagu, 05 January 2021 - 12:03 PM.