Thank you for such a quick response, Mnemonic!
Anyway, let's get to the real deal...
In one of the scenes, I've got stairs running down into the floor, like to a basement. I've got problems getting my actor to follow the steps. Staircase is laid out left-to-right, and in front of it is an entity that masks the actor when it comes on the stairs-region that is behind that entity. However, that stairs-region, of course, must follow the steps, and therefore, on a scene it actually goes diagonally, up-left to down-right. Now, I managed to keep the scale of the actor constant using the scale property of the stairs-region, but actor still uses a "dr" sprite when walking down the stairs, and "ul" sprite when coming back up, and that looks wierd. Is there any way to force a "rr" and "ll" sprites to when walking on that region?
Also, to get the actor to find his way down the steps, I had to remove the floor region from the part of the floor in front of the stairs-hole. There is now the masking entity and stairs-region I mentioned. However, it looks silly that you can't go to that part of the floor.
So what am I really talking about is having two (or more?) overlapping regions, but forcing an actor to use different paths (and animations), depending on where he came to the area with overlaping regions from. In my case, I would like to walk all over the floor in front of the stairs-hole, but when (and only then) I click an entity that makes him go to the staircase, he should use another path, walking on the stairs-region, behind the masking entity, using a different set of sprites...
Pfff... I hope this make sence.