Dual-Purpose Events

Koi

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So I'm building a puzzle that requires the player to push and pull objects, but to have those functions for each object at the same time. The pulling is mainly just so if you push an object into a corner, you can get it out again, because a reset feature wouldn't really be plausible in the scenario given to the player.

I thought that I could do this with different event pages, but it isn't working.

Here's the event pages I've been using.

Push:

Pull:

And, just because it's important for people to know everything about the event, the middle page is just another feature to the puzzle. It takes place in the water, so I created a system where you will press Q and W to toggle in between going above and below water, so the middle page is when you're under water and you can go beneath the event.

Does anyone know how to help?
 
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Stapleton

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One event page can only be active at once per event. Judging by what switches you have on or not. If you want the middle page to take priority over the other ones which I suggest, then you need to put it to the furthest right. 

You have to combine page 1 and 3. Use a conditional branch to tell it what to do.

Conditional branch that tells that when you are holding down button Q and press enter: (substitute Q for whatever button)

  Set move route, player step backwards, uncheck wait.

  Set another move route, This event, through on, move toward player, through off. (remember if you have the event move backwards it will go backwards whatever way it is facing and whole know what way the         boulder or whatever is facing lol)

else:

Set move route, move away from player.
 
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Koi

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One event page can only be active at once per event. Judging by what switches you have on or not. If you want the middle page to take priority over the other ones which I suggest, then you need to put it to the furthest right. 

You have to combine page 1 and 3. Use a conditional branch to tell it what to do.

Conditional branch that tells that when you are holding down button Q and press enter: (substitute Q for whatever button)

  Set move route, player step backwards, uncheck wait.

  Set another move route, This event, through on, move toward player, through off. (remember if you have the event move backwards it will go backwards whatever way it is facing and whole know what way the         boulder or whatever is facing lol)

else:

Set move route, move away from player.
I don't know how to make the conditional branch tell if you are holding down a button.

Something I tried is to make a PULL switch that would be activated by a button press. I tested the input script for Z, and it works for say, if I used Z for the UNDER WATER switch. But I tried making Z turn on the switch PULL, and then have the event page for the pull only be activated by having PULL on, and that didn't work.

Here's the event I made for the button press, but it just didn't seem to work. It didn't do anything to the movable events (which are going to be lilypads, but I just have that white block there as placement while I'm testing the puzzles out.)

 
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Stapleton

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I don't know how to make the conditional branch tell if you are holding down a button.
It is on the 4th page in the conditional branch. If you are still having trouble do what my last post said after you find this.

It works.

Then throw your underwater event page on event page 2 the furthest one on the right.
 

Koi

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Oh my gosh it works! I don't know why I never saw that before, thank you so much that is exactly what I needed. I am so excited to get these puzzles set up. Thank you!
 

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