Quote: "I don't think there's a way to directly achieve this without mods. You could do a work around by using the following script:
:state=0,plrwithinzone=1:plrmoveto=marker
Put that script into a trigger zone, and when the player enters it they will move to the entity 'marker' (you'll need to create a dynamic entity named marker which tells the engine where to move the player."
Maybe you can try this is a wild idea but it should work in prinicple. My initial thought was also push south, but since it dosent work i think this should to do it. Its a wild idea but bare with me
:state=0,plrdistfurther=60:coloff
:state=0,plrdistwithin=60:colon
When the player is so close to the "barrier" the barrier will have
it colision mode on, when he moves away its off again. So when the player is so close just think about adding a script that the zombie does damage with a X distance and stop folowing waypoints when close enough to the player and play a animation which the zombie just stands still and hitting. Thus it will fake a "barrier" script.
Dont know if it will work, in princeple it should but i havent tested it. Its somthing to think about atleast.
-Massap2
Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...