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Parallel events responding to event touch?

Hey,

I've been working on a dungeon for my game and I need help with something.  I had boulders rolling from the top of the screen to the bottom at random times and speeds, no problem.  Then I had switches on the other side of the obstacle that I had to push a separate boulder onto to open a door.  Again, pushing that other boulder is no problem. 

1.  How do I make the parallel event (rolling) boulders conflict with the character and cause damage making the boulder disappear then reappear at the top?  Also, Is it possible to make the rolling boulders break the pushable boulder, causing the character to have to start over?

2.  How do I set the pushable boulder event to activate the switch?  Doesn't it have to be event touch to get it to roll right? 
    (I'm using the Set Move Route event - if touched, face player, 1 step backward.  And so on.)

Thanks!  And if I didn't explain this well enough, my apologies, just let me know and I'll give her another shot. : )
 
Okay, try this.

1. The rolling boulders that damage the character should be set to Event Touch. Here you specify damage and use "Set Event Location" to move it back to the top. Create a new invisible event that does all the Parallel Process coding, such as setting speed and times for when the boulders roll.

Also, for making the boulders break the pushable boulder, in the Parallel Process create some variables. Assign one to every boulder's x and y coordinates. You'll have to check in a Conditional Branch if the variables are equal, and if they are, destroy the boulder and make it reappear at the bottom.

2. To check if the pushable boulder is on the switch, on a Parallel Processing (it can be the same one as the one above) use Conditional Branches and variables like before to check if the coordinates are equal. If so, turn on a switch to activate an event.

Good luck with it Mikee :thumb:
 

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