Mark W. wrote: > > Maybe it is an easier and better way to correct those maps instead > > of not allowing walls (and other stuff) to be teleported. > > the code change I made will have it such that floors and no_pass > objects will not get teleported. > > Currently, the teleporter code only looks for the object immediately > above. I'm putting a change in right now so that it will skip over the > floors and no pass objectts looking for one to move. This will allow > teleporters to get buried below floors. That's a great improvement actually. Thanks for this. > Removing the no_pass check is easy to do. Note that teleporting such > objects may be of questionable use, because once teleported, nothing > else can get teleported to that space (its blocked after all). Well, in fact teleporting boulders and walls (= no_pass objects) is already in use for several maps in pupland and the mak tower. I know this sounds silly now, but I really forgot about this in my first post - Sorry for that. These teleporters are designed to work only once, e.g. teleporting a wall away, similar to opening a gate but with different "style". The problem you mentioned above does not occur as long as teleporting no_pass objects is used in the correct way. So, I suggest to enable teleporting of no_pass objects again. If nobody has objections I will do this myself (It is very easy anyways). Andreas V.