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Originally Posted by Stefan
What is the Zone movement doing? Some time ago it was bugged and was not moving enough (stopped 1 pixel in front of the wall), which made the doors stopping from opening
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Hmm, well, if you came on Classic you could have looked at this (the attachment).
There's no problems with Zone, it's just that Classic's damage system requires the playertouchsme event so that it can run out on a timer. Moving NPCs aren't so nuts to make damage fields for, but they'd be a lot more efficient if they could move along with the NPC (make the NPC itself a damage field and still have playertouchsme called when the player isn't moving).
Classic's damage system is assuming that playertouchsme is when the player's 2x2 shape overlaps the WxH (or at least borders). That's the only serious issue I'm having with it.
Right now it's testing if it's overlapping the front 1x2 of the player's 2x2 shape and the 1x2 area in front of it.
Because it's doing the front 1x2 area, this is also creating problems with another un(re)released NPCW. The Opposite Boots (where you move backwards). In that case you'd be wanting the 1x2 area behind the player to mimic how it's currently working. However, doing that wouldn't solve the damage question.
Oh, yea, Classic uses pixel exact movement too.