We specifically recommend you do not do this. Your modified platform behavior will not stay up to date with future official changes to the platform behavior.
I'm not quite clear what the changes are for and why they are necessary - but it would be far better to update the official behavior to incorporate this. Having said that, the platform behavior is very complicated and we've had a lot of trouble with even minor changes causing a cascade of other bug reports afterwards. So this may not be easy to integrate.
Oh yes, I've seen recommendation against fiddling with official plugins, but must needs and all.
Okay, Ashley let me explain. In Fusion 2.5, The Games Factory or Multimedia Fusion (remember these?)
I might decide to have a staircase for my player to either walk past or walk up, depending on if he falls on it (lands on stair) or walks past it (stays on ground floor).
Now, obviously the jump-through behavior might work here, but it's buggy and doesn't like slopes, etc, etc, etc.
So I might have a detector set to the players feet, if it it overlapping the ground-floor and I touch the stairs, I go up them, if it's NOT overlapping the ground-floor and I touch them, I go up them.
Here's where Multimedia Fusion is cool! I just disable collisions on my player character when I touch the stairs by adding a condition whereby:
[quote:3labwl9a]+ if basePlayerdetector is not overlapping groundFloortiles
+ PlayerObject is falling
= Simulate platform behavior collides with obstacle
Thus, this effectively happens:
[quote:3labwl9a]+ if basePlayerdetector IS overlapping groundFloortiles
+ PlayerObject is walking
= DON'T Simulate platform behavior collides with obstacle
Unfortunately, this is where Construct2 has difficulty since it handles all of it's object collisions based upon the OBJECTS solid state, rather than the players.
Doesn't seems like a problem though, does it? I can after all just do this in Construct2:
[quote:3labwl9a]+ if basePlayerdetector is not overlapping groundFloortiles
+ PlayerObject is falling
= Set staircase to solid enabled
Thus, this too happens:
[quote:3labwl9a]+ if basePlayerdetector IS overlapping groundFloortiles
+ PlayerObject is walking
= Set staircase solid disabled
However! What happens when we have enemies that want to walk up and down stairs?
What happens when we have multiplayer characters that want to walk up and down stairs?
So, we now have only the player character to decide if a staircase should be walked up or not, rather than every individual character being able to walk and down a staircase at will.
Simply because C2 handles the staircase's solidity, and Multimedia Fusion handles the individual NPC's collisions with the object.