@Mr.Q!
when i updated Night Slashers to wide-screen in 2019, i used the old engine the original game was using.
many things stopped functioning correctly when i begun to use Openbor 6391,
like the AI, some wall climb issues, some Bind issues and amongst the bunch
the parameters that allowed the Elevator level´s bglayers to scroll downwards no longer worked in the new engine.
after lots of trial and error i found the values that allow for the correct effect, but it would have been much easier at the time to have used scripts - then again i don't know if the scripts must also take into account then new numbers too...
which where a pain in the ass to figure out.
@O Ilusionista
would it had not been easier for the controlling entity or another hidden entity to just shake everythign with a quake triggering command, and just let the layers do all the work with their default switch/value parameter?
for example , in my elevator shaft restoration, there is an entity at the beginning that thanks to a wait command, has the elevator stuck a the bottom, this entity then damages itself at about 3 seconds, does a death aniamation and it makes a quake effect, shaking the panel/platform entity and at the the same time all the bglayers, after its death elevator moves "up" and at the end of the elevator run another wait will happen with an entity that will spawn and quake everything on its first or 2nd animation frame
Still these scripts are very commendable, because they allow for a variety of controls that simple quake won't do