you're right, I never did something like this before, so, I was not prepared to answer you right. After looking around, I learned a little more about this glitch and your workaround will work perfectly if you do some "next poses" where you detect when the player "will collide" with a wall, telling the "tree" to stop moving, etc.
I'm certain that the gadgets are not for use without interaction with the player, so, everything with interaction with the player will keep his config aspect, speed, etc.
Like I said here:
Quote
First you need to check if you placed it really on layer 3. another thing if how you configures his gadget, it's static, with no conditional? try to change his speed for something like the layer speed, another thing is about it to export in flash, it will bug, be careful
and looking what you did to workaround, I think this is the only way to make your workaround.
In the player gadget, do the follow steps.
- Pose:
* "colliding with a wall";
- next action for every other poses from this one will have the condition of "next step hit a wall" or "collided with a wall";
When in "colliding with a wall" make this pose to chance a switch, Switch "Collided", so, in the tree gadget, make it to move to right/left like you did, using the same speed, etc, and now, make a next action to stop, with the condition looking for that switch.
I think this will solve your problem.
Animated trees maybe looks nice, I understand why you would use it =]