How do I enable solids for individual enemies?

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Post » Wed Dec 09, 2015 9:54 pm

I have conditions to set a staircase solid enabled when the player stands on it in a certain way, and I was going to use this method to allow my platform-behavior enemies to use the stairs in the same way. Trouble is, now whenever my enemy stands on the staircase and its solid state is enabled, my player character and other enemies are affected by it. Is there a way of setting the solid state for an object so the solid state is different for each character, rather than being a global setting for all characters?
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Post » Thu Dec 10, 2015 6:30 pm

Or should I say, how do I enable and disable collisions for platform-movement based sprites, I'm using enable/disable solids on the staircase so it acts like a jump-through platform, but I want the enemies with platform functions to have their own enable/disable solid switches. Here's my example: https://www.dropbox.com/s/1uwivi2bj1wgm ... .capx?dl=0

You see how the enemies own solid disable/enable triggers are screwing up the players behaviors? Is there a way to have the interaction with the staircase have it's own individual settings per character/enemy?
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Post » Thu Dec 10, 2015 10:28 pm

Sorry, this is the correct example, this has a random picker for the enemy to go upstairs on it's own random choosing and I corrected the keyboard condition, but you'll still notice the enemies stair function is screwing up the players: https://www.dropbox.com/s/1uwivi2bj1wgm ... .capx?dl=0
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Post » Fri Dec 11, 2015 6:27 am

Okay, I think the problem is addressed here: new-feature-request-solid-ignore-select-solid_t79689
and: selective-certain-solids-in-platform-behavior_t148723

Which leaves me trying to create a new stairs function using jump-throughs. Here's an idea I had which, in theory could work if I could "fall through" to loop faster than the platform engine registers: https://www.dropbox.com/s/qtgg5itcficxi ... .capx?dl=0

Setting "fall through" for the player on every tick isn't good enough though, I need something that is faster than the platform engine can register the jump-through platform. If you walk slowly through the stairs, you can see the player just slightly goes up then keeps walking, if you run at full speed, the player skips over the "fall through" action. Is there a way this technique could be harnessed to create proper a staircase?
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Post » Mon Dec 14, 2015 12:20 pm

Okay, is there a custom movement way of doing this?
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