I just discovered that Gargoyles are a bit too solid. The game seems to give their solidity priority over the solidity of moving FOFs. This means that when a moving platform comes down on top of a Gargoyle, the floor of the FOF stops moving, but the ceiling continues downwards, and then hits the floor. This makes the movement of the platform wildly out of sync.
Here's a demonstration. The FOF shown here has the Continuous Floor/Ceiling Mover applied to it. It moves up and down between the point it's at now and the top of the staircase.
Now, when pushed a Gargoyle out to the edge of the staircase, so that it became wedged under the descending platform, the floor of the FOF came to a sudden stop, but not the ceiling. As a result, the floor and the ceiling no longer moved together, and the FOF "pulsed" instead of moving up and down.
This, obviously, is not optimal.
Here's a demonstration. The FOF shown here has the Continuous Floor/Ceiling Mover applied to it. It moves up and down between the point it's at now and the top of the staircase.
Now, when pushed a Gargoyle out to the edge of the staircase, so that it became wedged under the descending platform, the floor of the FOF came to a sudden stop, but not the ceiling. As a result, the floor and the ceiling no longer moved together, and the FOF "pulsed" instead of moving up and down.
This, obviously, is not optimal.
Last edited by a moderator: