Idk if this is particularly a great idea but i do think i came across a potential uses of it.
This essentially eliminates the "put in front" since the layers is the placement of different objects whether they are in the front or in the back.
The general functionality will be similar to the drawing apps you've had you create a new layer, then assign objects to a specific layer then move it around if the layer is above another layer and rename it if you want to.
You can also select which layer and all new objects that you add will be put into that layer. (Like most drawing apps do.)
Additionally, you can also set the layer "transparent if player is behind" so you can see through backgrounds or decors when you are behind it.
This applies for virtually everything (except push, regions, and objects that aren't even rendered in the map)
As such, it naturally comes with new trigger commands to cater for it.
- Put character 'A' to layer 'B'
- Put initiator to Layer 'A'
- Put Vehicle 'A' to Layer 'B'
- Put Gun 'A' to Layer 'B'
- Put decor 'A' to Layer 'B'
- Put barrel 'A' to Layer 'B'
- Put Any and all entities at Region 'A' to Layer 'B'
- Allow transparency of Layer 'A' if a player is behind it with Parameter 'B'
- Put Layer 'A' behind Layer 'B'
- Set variable 'A' to layer of actor/player/gun/decor 'B'
(Of course, all of the layer parameters should have a variable support)
Generally, the layout of different existing objects will pretty much stay the same if they are on the same layer. (backgrounds being behind players etc.)
For guns (and decors that are attached to guns) they will automatically switch layers if a player is holding it in a different layer. Same applies with vehicles.
It's probably unnecessarily complicated to consider preventing interaction between a layer and a different one as you can sort of just make a different room at that point. (So regions, water, guns, vehicles, barrels and push will still interact with different layers regardless.)
The layers if you ask me is purely for looks only.