Thanks slayer. I did try the zone and same thing happens. The result is that the player cannot move anywhere after being moved. He is stuck. If you ever watched "Groundhog Day" it is like that except you keep repeating the move over and over again.
So, since I knew that it worked for you I continued investigating the possibilities. By simply adding the action "destroy", after the move action solved the problem. I assume you had done that as well. If not, there must be another work around, however, I am satisfied with destroying either the entity or zone so I can use this. It is going to be very effective and quite a surprise to the unware player. bwaaa haaa haaa ha.
As far as the other commands here is what I had found in another thread that had been locked.
@ uman
Quote: "Does anyone have experience of successful working player move commands?
i.e. plrmovedown =X
plrmoveeast =X
and so on?
I am looking for confirmation that the player move commands are working as I have not been able to get them to do so up until now.
What I would like to do is get the player to be forced in the direction I require within the parameters offered when in proximity to an entity or preferably when the player enters a triggerzone area - so that the player be forced away/out from it.
Has anyone got this or similar to work?
I will keep trying to see if I can find a solution.
Thank you"
The following response by Les Horribres indicates he must have looked at the source code (which I still would love to have but cannot find).
Quote: "I looked into it... apearantly either lee has some trick going on, or it ignores the memovingy# variables compleatly.
Okay, got it. Lee is a do later guy. You know what he does with all the plr move commands?
if memovingx#<>0.0
memovingx#=0.0
endif
if memovingy#<>0.0
memovingy#=0.0
endif
if memovingz#<>0.0
memovingz#=0.0
endif
lol. "
Apparently the engine's hard-code will not allow for these commands to work. Have you tried them under the newer versions? IE, 1.04 or 1.05 (I hadn't tried). If they still don't work, I hope that the developers have not forgotten about them and will make sure they work in what I would assume would be in version, 2.0. Version 1.x seems to be their test versions until they work out all the bugs. That's ok by me but it does take more time that I would have wanted to take by discovering the things that work and the things that don't work.
As opposed to Highlander.