lennaert
I've implemented your idea and tested it under most conditions.
But it's interfering within a very specific scenario, which actually could happen quite a lot.
Well, it really depends on the situation and how you do the collision check.
For my test i've created a rather big sprite on the Players position.
It's my OverlapMask which should check if i'm currently colliding with any object on a specific floor.
During my tests, i wasn't able to get it to work without using any Overlap Masking, since it seemed that the player was never really able to overlap anything as it was colliding already... i don't know what's the exact issue on that.
Whatever...
Let's say Player#1 is walking into an object or a wall... Now the OverlapMask is always in touch with this specific solid which has the same .activelevel instance as the player.
Which means, it would trigger "Solid Enabled".
Now if Player#2 on a different .activelevel comes by, he will collide with this solid because it will stay enabled as the Player#1 is still overlaping this object.
Player#2 will be able to walk through as soon as Player#1 stops walking into the object, other than that it will stay solid forever.
Do you have any idea how this could be worked out?
I really wasn't able to get it to work without this overlapmask (which isn't solid by the way)
In your Tank Game it seems like you weren't using anything to overlap, but for some reason it triggers properly for you while for me it doesn't.
Or are you having the same issue?
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