Thanks a lot for your constructive feedback and ideas.
I will try your ideas and will let you know if it actually worked.
I still don't think that your idea will work thought lennaert. From what i've tested so far the collisions were always global, no matter what i've tried.
On my previous tests, ones a Peer walked to the 1st floor, all deactivated collisions of objects on the ground were set.
So there's no way that any other peer could colide with anything placed on the ground anymore, unless with the activated objects on the 1st floor which shouldn't happen.
Also not by filtering using "pick Peer where Peer.UID = Peer.UID"
But i will give my best and just test myself through your specific example.
This may take some days weeks, but i will reply within this topic and let you guys know what i've achieved
I made a working example, its easier then expected, I even got the host/multiplayer movement restrictions/limitations worked out
But I am not fond of the way my stairs/elevation object works :
As the solution which I used, the key lays in the overlaps check.
Both player and wall have solid, and only the player has pushout solid too.
for each wall
wall overlapping with player
wall.activelevel = player.activelevel
action: wall set solid enabled
else - action wall set solid disabled
global mylevel (prevents having to pick)
for each allobjects
allobjects.activelevel = mylevel
action: set opacity 100
action: set opacity 50%
player.peerid = multiplayer.myid
mylevel = peer.activelevel
The only thing more needed is the stair (going up or down) action, to set the players activelevel.
Running these on both peer and host, will determine how each player responds to colliding with a wall.
I have 2 small platforms somewhere in the top middle of the map of my tankwars game see it working here