Quote: "Have not looked in to the FPSC source more than check in to it's techniques.
However if you want this functionality you have to rewrite the FPSC code (even more) anyways.
As for zones, if you use the FPSC standards it might be a problem, i would do it by adding named limb emptys to represent the corners of a zone and parse the limb locations on loading the world.
"
FPSC uses the DBP static commands (if that helps) like static volume and static collision.
so maybe something like this???
if static volume(tmyx#,tmyy#+30,tmyz#,ai get entity x(obj),entityelement(e).y+30,ai get entity z(obj),1.0)=1 and get static collision floor()=1
ai entity move close obj,get static collision x(),get static collision z(),0.0
endif