: Yeah... you can't use a dummy platform adjacent to the platform in question?
: Have it toggle the adjacent upon deactivating and have that platform be
: initially active and Tag1. That should work, I dunno why it doesn't.
Not having built a map, it's probably silly for me to respond, but it sounds like the problem is you want something to happend when you deactivate a switch - something the game doesn't really support. My suggestion is to have a thin dummy platform in front of your switch. Make it transparent and texture it with the switch-on texture. Make the real switch a momentary-on switch. When the player flips the real switch the first time, your platform will immediately cover it and make it look like it has stayed on, when it hasn't. When the player flips it the second time, the platform in front of it will retract, revealing the original switch, in it's off state. To make sure the player doesn't repeat the process, however, make sure that the second activation ends up deactivating the switch.
Does this make sense?