If anything comes upto a distance of 1 block adjescent to the flag button it triggers the flag button....see it In action here(http://mekoramaforum.com/media/ooooooo-scaaaryyyyy.4046/#comment-10152)
Some nuance on rotating win blocks. The 4 items to the left of these win blocks trigger when rotating past it. The right-hand ones do not. Seems somewhat consistent with their actual shape.
However,I noticed that,if the objects in the right hand side of the above image are placed in different orientations to that of their present ones.....the flag button gets pressed(the zapper and the eye are the only exceptions to my theory I guess{this is probably because their height is not enough})
When a R bot is taking a turn...it would prevent the B bot standing in an adjescent block from walking...this was first observed by @Propesyonal and used in hos level Time walk(http://mekoramaforum.com/media/time-walk.3339/)
I think it has less to do with R turning than R having a motor for a head. In the latter case, whether R is walking a straight line, or turning, or stuck in one place (if attached to something as well), then there will be some kind of magnetic affect limiting B's movement away from a perpendicularly adjacent cell in respect to R.
@nGord You may be right!!!...but as far as I observed it is the turning of R bot that prevents the movement of the B bot.....even though the R bot has an eye as its head...I may be wrong though
I've discovered a really intetesting thing: B,when the level starts,rotates ONLY his head of 90°. In the showcase he has a different head, if you observe it. In other levels you didn't see it because if you rotate an eye of 90° it doesn't change anything. Really intetesting ...
I have seen the sticky behavior with just regular metal blocks connected to R, no motors. I can upload an example later.
@meko Forgive me meko but I think @Sunny Sunset used this in her level "my favorite bugs 2" .........where not only his head rotates but his arms also get lengthened depending on the direction it faces
Some notes about the slider bug (the one where if you put too much sliders it disappears): If you attach R-bots (or any other bot) to the slider (I made the sliders their heads), their legs and arms will shoot back to where it was when the sliders disappear. If you attach a motor to the slider, and attach a regular slider to the motor to keep it in place, it will still disappear with it, but it sometimes return back to where it was. If you attach a motor to the slider and attach the other end to something else, the slider will rip it away. I've also seen some strange behavior when the motor shoots back to the spot where it came from then disappears. I tried to put this in a level, attaching it to a shadowed block to give the look of a black hole, but unfortunately the glitch was unstable and it didn't work the day after (but worked all of like 20 times during that day). The returning motor has incredible power and can displace sliders (removing them from their set path), make them teleport, disappear, etc. Once, the motor was returning, but when I put a slider over the spot to create a shadow, the motor suddenly appeared and stayed as if nothing had happened, but when I moved the slider away, the motor started doing the returning glitch again.
Can you give an example(image) of the 2nd and the 3rd case....I am unable to recreate them...as per your theory
Spoiler It worked once on this one, but now when I try it, it doesn't work. See if you have any luck with it. The second picture is a picture of a returning motor. This is the 3rd case; I'll upload the 2nd one later.