Random Panda

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Hi all,

I'm having a little trouble timing out a specific kind of spike trap. What I would like to do is have alternating rows of spikes like so:
------- <-Spikes Down
^^^^^^^ <-Spikes Up
-------
^^^^^^^

And they would alternate their "Spikes Up" and "Spikes Down" positions. Getting them to just alternate was not a problem, but I need to time out a moment when they are both down so the player can move to the next tile. The way I have it now does this for the first swap, but the instant swap is instant. That leaves no time for the player to move.

This is how I have it right now:

Event A
Spikes Down position

Wait: 120 Frames
Self Switch A On

Spikes Up position
An page A:
Wait: 60 Frames
Self Switch A Off

Event B
Spikes Up position
Wait: 60 Frames
Self Switch A On

Spikes Down position
An page A:
Wait: 120 Frames
Self Switch A Off

And these two events alternate between the two spike positions.


I hope that makes sense to any readers. Any help with what I am missing or any ideas I could try would be very appreciated.
 

Rugman

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If I’m understanding correctly then you need to change your wait times. How can they both every be down at the same time if they alternate in perfect 60 or 120 intervals? You need to make one of the events change faster than the other so they will lose sync with each other.

I hope that makes sense and that I’m understanding your problem correctly.
 

Random Panda

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Actually, just you stating that helped. I've been scratching my head tweaking numbers. All I had to do was make the second event start its sequence later than the first. Thank you so much.
 

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