Soo, this may be more complex than I am ready for but I was wondering if there's anyway to - with the event system - make it so that every tick a given instance of an object arranges its z-order in relation to the height of another object?
ie. Say you have a top-down rpg and you have lot's of different instances of a tree object and you want it so that if the player object's Y coordinate is less than that of an instance of the tree object than the player object will be sent behind that instance of the tree object in the Z-Order.
I tried a few variations on something like this...:
Every Tick
-->Tree | [Y>Player.Y] || Player|Move Behind Tree
-->System | Else || Player|Move In Front Tree
... However having the different Tree instances at different heights the Z-order of the seperate instances got mixed up as the player object moved above and below the trees.
I made a gif of the layout to try to show the problems I'm having
In this instance the origin point on both the player and the Tree's are set to middle-bottom. fyi the cross-hair in the middle is just the mouse cursor that I didn't move out of the way.
Seem's like the Trees "Y" in the condition is being calculated as the Y coordinate of the Lowest Tree and is not running the event individually for every instance? Maybe...? I say this because (ignoring the z-order reshuffling of the trees in relation to each other) the effect I'm after only works as intended with the lowest tree.
I'm very new at this btw so idk; is there an easy way to achieve this that I'm missing?
My CapX file